Yes, very cool! Nice trailer, man!
Yes, very cool! Nice trailer, man!
Thanks coronel/major/admiral?
Don't worry about SFX at this point. Try to see beyond them :) We consider the majority of SFX in the game placeholders atm. It's just not a big focus yet. We will revisit and invest some resources into sound design at a later point.
Nah, this is a vanilla feature :)
I've quit DSS early September. See Steamcommunity.com
I quit DSS for various reasons two weeks ago. I never was "her" artist in the first place. I'm a freelance artist, I choose my clients. Shallow Space is an incredible opportunity and I'm extremely thankful it worked out like this.
Really cool to see some familiar faces around here :)
This ship is gonna kick ***!
Building it in 3D now, stay tuned.
Thanks! Glad you like it.
I wanted to let everyone know, that on Friday I have decided to quit my work on DSS, as I no longer see a future for myself on this project.
I enjoyed our conversations a lot and wanted to thank everyone who supported my work. You were a big part of the reason, why I kept on board for as long as I did. Thank you for the many compliments!
Thanks man, glad you've come around :)
PS: I agree.
You get a steam key immediately, even if you buy via their website(through the humble widget).
Check out their website, buy via humble widget and you get it cross platform, win, max and linux. It's only steam where there's no mac or linux versions.
It varies, most cruiser parts are around 1k, most factory parts are around 1-2k. The colony station is around 10k without extensions and districts.
The corvette should be around 1k as well.
High poly is usually in the hundreds of thousands or millons. I don't build those for efficiency, but for surface quality.
Oh I've missed this somehow. Will answer soon. I'm just burried under work atm.
It's always just been Stephanie. Never had a second coder on the project.
Yes, thank you! There's only so much you can do to communicate the function of a fictional structure.
IRL there's really no reason why a certain factory should look much different than another one and usually you won't be able to see from the outside what it produces.
So what I try to do for DSS instead is do something unique with the form and silhouette, to ensure people can memorize it, and give the assets a symbolic character: like using a big sphere for the core systems lab or doing a big, flat structure for the hull plating/armor factory etc.
There's 6 hexes on the original station hub and you can unlock 6 extensions, each providing 6 more hexes. So that makes 42 hexes in total.
Oh sure man, the vid is about the SFX, but I showed trail customization a few months ago: Stephanierct.com
Also check out the pirates, which have their own trails: Stephanierct.com
I don't remember, but I assumed they had it too. For me, it was Mike Tipul's excellent sounding(and looking) Enemy Starfighter, that made me push for a doppler effect implementation :)
So, we are going to release a 64bit version for sure, 32bit is uncertain. Our current debug builds do run as 32bit, but maintaining two different releases is more work. If many people demand a 32 build built, it might be done, otherwise Stephanie won't bother maintaining an additional target.
Yes, thanks. The non-combat stuff is a huge part of DSS. Shooting things is always fun, but for me has to be in the right context. The real fun is building and exploring things, and then either having to defend yourself, or attacking others because they are in the way of my exploring :)
We are aiming to release a first playable by the end of the year.
Never too late to learn either or both :)
explr
Mathias joined
Designer, Illustrator, 3D Generalist.