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#spacegaming
starshipsimulator · 2 years
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We're working with @composerinprogress for some new trailer music. Here is a small piece of what we have so far.
What do you think? :)
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morgondagdev · 1 year
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kitnforgegaming · 2 years
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PUNCHY!
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Punchy doing what punchy does best!
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Frameshift Live #29
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Frameshift Live #29
Live EliteDangerous - Twitch
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gullethead · 1 year
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two radiant kinds of emotion: saying "huge day for annoying people" about something you dislike vs saying "huge day for annoying people" about something you love dearly
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suttyogo · 2 years
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#unsettled #boardgame #boardgames #space #spacegame (helyszín: Budapest, Hungary) https://www.instagram.com/p/CoPaMrSo5_la1iUn2DsJiDrfrEZvfXXoHcAqqA0/?igshid=NGJjMDIxMWI=
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Hoolay Speech The Borisen's Rise Embrace Your Inner Wolf Honkai Star Rai...
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developertom1 · 1 month
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We've added a 'Colony Observation/Study Mode' to our Cosy Space-Rover Photography Game! Featuring optional chill Lofi-Tunes as you observe and take photos. All part of our upcoming steam demo! Is this a feature you would use?
Here's the steam page for those wanting to learn more!  https://store.steampowered.com/app/2930130/ROVA/
It's still super early days - this is a pre-alpha demo. We plan to release large 'themed' content updates to the demo, similar to how Early Access games work (but this is a free demo!).
ROVA is a Cosy Space-Rover Photography Game. Help a new space colony conduct research on large spherical planets, by documenting elements of alien worlds through photography.
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jeffs-gamebox · 1 month
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#RPGaDay2024 August 10th.
I will probably end up creating my own mecha space opera someday. Part of #RPGaDay2024.
An RPG you’d (I’d) like to see: A new space opera game with mecha. Much like the accessory question, it really boils down to writing it myself. I’m very picky about my space opera/science fantasy gaming. Star Wars and Robotech RPG are very tough shoes to fill. I’m still fairly annoyed and disgusted with Paizo, so not Starfinder. Traveller is old, scientific, non-mecha, and I don’t much care for…
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ricardosgamingchannel · 6 months
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Orthrus Hunter v2 Ship Build // Solo Orthrus Elite Dangerous
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vickinggs · 8 months
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Eve online quête épique 'Des étoiles tachées de sang' - chapitre 7
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starshipsimulator · 2 years
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We've been working hard on the officer's lounge rebuild, and we also have a working lift! Next is to finish off the external ship and for anyone on the alpha builds, don't get lost
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morgondagdev · 1 year
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The Ship and the storm gif
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In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.
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epicstoriestime · 1 year
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Cosmic Conquest: A Stellar Odyssey of Strategy and Unity
What’s your favorite game (card, board, video, etc.)? Why? As the Epic Alien, traversing the cosmos has introduced me to countless civilizations and their unique forms of entertainment. Among the vast array of games I’ve encountered, one stands out as my favorite—an intergalactic strategy game known as “Cosmic Conquest.” In “Cosmic Conquest,” players become cosmic leaders, commanding their…
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lonelygamedev · 2 years
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On space games and  the issues you might come across when developing them
So for a week I decided to try and develop a game where you travel across a universe, just to see if I could even do it in unity(Bear in mind alot of this info comes from a GDC from the kerbal space program developers) The main issue with computers is that they cannot handle big numbers so you will experience issues while really far away from the center, because of that graphics and physics will jitter alot The most well known and talked about solution is called Floating origin where if you’re player moves far enough from the center, It will move the player back. In simple terms the player is always in the center, the universe just moves But I came across a 2nd issue. The Camera(both editor and in game) have issues rendering at far distances. It was actually really hard to find a planet at sizes this big Another less known solution is called Scaled Space, something came up by the kerbal space program devs. It works like this: Say you’re on earth and you want to render the other planets in the solar system. So you created a miniature verison of the solar system and put a camera in that. that way it can see really far away. You render that first, and then render the camera on earth over that miniature scale of the universe While you can find your own scripts on floating points scaled Space was a issue sense it was only talked about for a brief bit in the GDC talk and I had to make it myself It was sorta easy at first. have 2 scenes. create a layer for the two and cull each camera to each scene. have a global variable for how scaled down the scaled space should be and copy the camera position(scaled down of course) + rotation But how do we do the rendering? eventually after experimenting I found the solution. We have the camera in the scaled see render the skybox + scaled down planets. while the camera in the original scene only render to the depth on top of the scaled planets. that way it will render objects on top of the scaled space without the skybox blocking the other planets in scaled space The biggest issue so far is combining all that(along with other features) together. here’s a video of the current state of the project
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