Divine Space game in development
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Unity3D‘s good, i’m studying to use it too.
But i have to remind you, your purpose in the first topic is not very clear, so as you see, no many people reply your topic.
I suggest you to clearly show that you want, for exp: you need model, you need texture, you need coder and so on so people know how to help.
And by the way, if you come for … economic help, i sadly don’t think it’s easy to get by this topic. People need more guarantee such like: demo, or play for no charge after release, or open your source (You already did this since you start with U3D).
(Remember: people don’t buy What You doing, they just buy What You Made.)
At last, I can clearly tell you what you may can get in this little home-like community:
- If you need few 3D modeler, you now in the right place.
- If you need few Texturer, much righter.
- If you need a lot’s of creative, we all have.
- If you need programmers, we have great but busy peoples here.
Honestly hope your project success.
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Thank you again!
Currently, we just need to gather fans of space games on our page, for the future support. This is the main purpose of this thread - to find people that are interested in new, smart games and are willing to participate in it’s creation.
So, if you wish to help, you can help us by hlping us to build community and spread the word. This is most important thing now.
We will post fresh updates weekly, and make process of development interesting for our fans too.
All the best!
PS: more art and screenshots are added to our page: Divine Space official page
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For everyone who is interested in process of development: first screenshot of our Universe map. This map is built on a real astornomical data. Every star in it’s real position and have it’s real color (spectral class).
Lines are routes between stars, known/available to a player.
Each star contains a number of planets, if you zoom in. This is still in progress - with time, we will make it looking a bit better and will add some effects.
For sake of scientific and educational games!
Also, this is only a work in progress. We have to add more effects and make it looking better. Limitations of iPads-1 are really tough, but we will think out something, as always.
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What are these hexagons with strange symbols on them?
Just to know.
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Freestalker.fr wrote:
What are these hexagons with strange symbols on them?Just to know.
Radar marks. In game, they are easy to figure out - they are intuitive. But on screenshots they aren’t, I guess!
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While I’ve been playing different space games, I’ve always missed ability to build my own ship. In Divine Space, we made a ship’s constructor. You can build your own ship from the different parts and then equip it with additional devices, engines and, of course, weapons.
Check out this one of the first concept-arts: it shows only one way to attach details, though - and there are many. We have three differrent types of the ships, and more will be added with time.
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Thank you for the hint, I will (will find the form as soon as I finish this post).
Actual gameplay mostly reminds Dark Orbit. We fly in the plane of the ecliptic; but difference is - we can change altitude at will (though it’s barely needed - ship changes altitude automatically). In fact, ship can fly in any direction, so it’s still 3D. Or 2,95D
I have one crazy idea how to make it even more intersting (flight model) and, at the same time, it will remain casual. This know-how we won’t implement in first version, but probably will do it in MMO. Anyways, we need to test it first, since I never seen anything like this anywhere and it may be unusable.
About combat system - it’s real-time fights. You click on the target and combat begins. We will make it more interesting as soon as add cannons AI. It will allow us to point many target at once and ship will aim on the ‘best’ (or weakest, or nearest - depends on it’s current mode). This is in our roadmap and we hope to release it with the first version.
Beside that, there are very addictive resources grinding (last time our coders went to test it for 5 minutes and spent 2-3 hours instead); trading between stations and, of course, quests. Currently, I’m working on the global scenario and I’m quite proud of how it’s turning out. I hope to resurrecct spirit of the old space games because personally, I can’t play modern games - they are hollow, similar to most Hollywood movies. It’s just imho, of course. So main goal of the game is to make new scenario and new universe that no one ever seen before. There will be something new, that I can promise.
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So combat is click on the target and watch the fight? As opposed to actually dog fighting like freelancer?
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Timmy51m wrote:
So combat is click on the target and watch the fight? As opposed to actually dog fighting like freelancer?Partially, yes. You’ll be able to use special abilities/items in combat, change tactics, weapons - but this is not a sim, no.
And general idea is to make not a sim, but to make adventure/space quest with a good, deep scenario and alive characters that everyone can play (while sims/freelancer controls can be played only by a skilled gamers).
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AntiDanilevski wrote:
Timmy51m wrote:
So combat is click on the target and watch the fight? As opposed to actually dog fighting like freelancer?Partially, yes. You’ll be able to use special abilities/items in combat, change tactics, weapons - but this is not a sim, no.
And general idea is to make not a sim, but to make adventure/space quest with a good, deep scenario and alive characters that everyone can play (while sims/freelancer controls can be played only by a skilled gamers).
Maybe it’s few offend for indie game maker, but i think you may study from our mods. Because:
1, we almost all the hard dead space game fans, some working on this game almost ten years;
2, some of us made their nice imagine in their mod, just remember ask them and credit them if you will use it, i think that will be OK.
And by the way, i like the star map;-).
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The way I read the combat is that it is reminiscent of EVE Online.
That’s not necessarily a bad thing in my opinion, though it will drive many people away, I think.Been following you on facebook, nice stuff!
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Sorry if confused you - but no, Eve is too hardcore for most of the players. We want to make a space game that everyone can play and to popularize whole sci-fi space genre.
We can do it only if game is easy to play for everyone (casual). I see why some Eve players won’t like it - but they have Eve. Besides, I see zero reason to compete with CCP - not as an indie team. We aren’t crazy/delusional.
From another point of view, Eve is click-n-fly or point-to-fight too, mostly. So in that, we are pretty similar to Eve - just not so crazy overloaded with different controls. Camera can rotate in 3D, zoom in and zoom out + radar view (a-la eagle eye). I don’t see why Eve players should be disappointed with such controls.
I believe that controls are subordinate thing. If game is intersting, atmospheric, deep and fun - I’ll play no matter of what it is: sim or RTS, TBS, quest or arcade.
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Nono, I think I confused you instead. xD
I meant that the combat is similar to EVE, and that fact will drive people that don’t like EVE away. EVE players will probably appreciate the system more than anything.
Don’t get me wrong, I’ve got nothing against click-to-move mechanics in space games… It can be a little disappointing at times not being able to directly fly your ship, but as you say, if the game is engaging then it doesn’t matter.
I’m really looking forward to seeing the completed project!
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Ah, yes. I see your point now and indeed I completely share it!
Check out our two ships concepts-arts + ingame models.
Just added.White ships ftw!
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Soon we will launch our campaign on KS. We came to agreement with a movie director and began to work on our video scenario. There is a little chance that video will be made before 28 june, but most likely, it will happens in 10 jule. As soon as it’s done, KS campaign will be launched… and it will be something.
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I like EVE, include the way they fly. I don’t really care if i can control a ship like we did in Freelancer. I think CCP use that way maybe for anit cheat or make data packet sync easier.
I just hope if you release a demo, please don’t make it downloadable only from Facebook, i’m the one who here have no chance to see that site.
AND PLEASE, don’t let those Japanese Comic interferes you, had enough with those fake sci-fi fans kids. (Not mean you Bob, sorry)
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NeXoSE wrote:
I like EVE, include the way they fly. I don’t really care if i can control a ship like we did in Freelancer. I think CCP use that way maybe for anit cheat or make data packet sync easier.I just hope if you release a demo, please don’t make it downloadable only from Facebook, i’m the one who here have no chance to see that site.
AND PLEASE, don’t let those Japanese Comic interferes you, had enough with those fake sci-fi fans kids.
Thanks!
Some answers: EVE made such controls due to limitations of internet channels data transfer limitations. If there will be many ships (50+), and it will be freelancer-like controls, there will be too much broadcast data to transfer. This means every next ship will expotentially add data to transfer. We did experiment earlier and 50-60 players were almost absolute maximum per area. So, if it would be sim-type game, real MMO wouldn’t be possible in our days.
We will release first version quite soon already, we hope - this autumn.Maybe there will be a little demo-level of alpha, I don’t know. I’ll be pushing that idea tomorrow, but we need to calculate our time, if it’s possible at all. We will try though.
And surely no japanise comics, no. We have our game style (soon some portraits will be added to our FB page, to show our NPC’s and quality of their portraits).
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Hello everyone.
Little update - portraits preview, we are gahtering feedbacks!If you want to share your thoughts about those guys, please share them here (so we won’t miss it): FB portraits disucssion