Sands of Space RPG

Hi guys!

Some part of the icons have done! Stealth, repair, science etc. Also I reworked some textures and finished scifi tank model. And a lot of new models are not on the picture ;)

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I like everything you have been posting.

I have the feeling I will like this game once it's released. I think you have a customer in me already.

Hi!

I'm glad that you are interesting in my game. Thanks for all feedbacks - very appreciated. Hope release won't be disappointing. :)
 
My man @dmonin I heard from someone that the very reason why you decided to make this game is because you've concluded that modding Underrail is too much a pain in the arse? If that's the case, can I assume you're developing this game under heavy influence from Underrail? And am I wrong to assume the game will be more combat-centric like Underrail?
 
Yes, five years ago I asked Styg about some modding tools or SDK for Underrail. And yes, I really wanted to make some mod on Underrail.

And sure, Fallout 1/2 and Underrail inspired me. But I don't want to just copy them. I can't say that it will be more combat-centric game like Underrail. But combat gonna be no least part of the game. I'll try to create something my own based on scifi movies like The Thing, Screamers and Total Recall etc.

Thanks!
 
We dont have enough scifi crpgs so this looks great. Actually nice to see some gameplay and in game screenshots not empty promises.

Keep us posted as everyone has been saying.

Any word on what stage of development you are at or when you expect to finish?

Also how are you funding this if I may ask?
 
Hi guys!

I said this and forgot to click on Watch Thread. Well, fixed now and the game is looking pretty promising.

We dont have enough scifi crpgs so this looks great. Actually nice to see some gameplay and in game screenshots not empty promises.

Keep us posted as everyone has been saying.

Thanks guys! Do my best!

Any word on what stage of development you are at or when you expect to finish?

Hard to say. Right now I'm working only on environment. I'm not a 3d artist so thats why it could take more time than I am expecting cause everything I do I do by my own. As for me I'm already late for 2-3 months. But most of game mechanics, I mean background code, almost done.

Also I still have issues with animation and organic cause it's hard to model and animate. But I will manage them.

Also how are you funding this if I may ask?

By myself. As I said upper most of the things I do by myself. I spent only my free time. Only some arts and icons were paid.
 
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If the project advanced to a more comfortable stage for you to feel secure enough in its development are you going to expand it into a team and perhaps get crowdfunding for it?
 
If the project advanced to a more comfortable stage for you to feel secure enough in its development are you going to expand it into a team and perhaps get crowdfunding for it?

Hi! Hard to say. It will be nice to have a team. But actually I'm fine to work alone too. What about crowdfunding - will see. But only after playable teaser.
 
Thanks for supporting guys!

Good news. Common icons are finished like a stealth, burst, science etc. Also some psi abilities got icons too. But locations still in progress :D


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Thanks!
 
Hi guys!

In a game full of the text the main bottleneck is a font. The font should be readable and not complicate the player's life. But choosing a font is very difficult process, as is its color. Plus, here goes the screen resolution and everything is getting worse.

I was planning to order a font. Make it like the old pixel (no, there is no thing like this I guess, but they are very similar to pixels) IBM PC fonts. But, unfortunately, the designer couldn't get the job cause he is very busy. So, I decided to look for a free font that would pass under three main requirements:

1. Absolutely free, up to commercial use.
2. Cyrillic support and at least a couple of languages - French and German (maybe someone will translate it if I find money for this)
3. And my favorite test a set of symbols - "Illegal1 = O0" (zero, letter O, numeral one, and English l and cursive letter l (L)

And I found it. This is the Iosevka font. It's totally free and almost passes the point #3

I will not stop looking for the font of my dreams, but so far, the choice has been made. I hope you like the font. And even if not, it will cause less irritation than Comic Sans.

One more thing. The font size on the screenshots is the minimum that can be set in the game, further - you can only make it larger. The font size changing option will be for sure.

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And I'm still in progress of creating models for the environment.

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Thanks!
 
I think it looks pretty great so far. There could be a little bit of tweaking with the font or the color of font and background but overall this is good in my opinion. Maybe something a slight bit bolder but not too much? Just to make it slightly easier on the eyes? I don't know.
 
Hello guys!

Finally I finished most of the common vfx that I needed: water, fire, electricity (not in the video yet) etc.



Video is a lil bit bad quality because it zoomed. It looks much better in the game:

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Anyway I'm still working on the project.
 
they say that Microsoft has a very good relationship with the indies. keep your eyes open man. Maybe you can launch your game in the Xbox :)
 
Hello my friends!

I’m very sorry for the lack of news. Now about the most important thing - the project is alive, developing and not abandoned.

Straight to the specifics. There was no news for many reasons. One of the main reasons is that most of news are technical news and for the gaming community it would be just boring.
Next thing I broke my PC while trying to change my CPU cooler. Ha-ha, classic...
I was without a PC for a 1.5 month. Good news that nothing was lost because I do regular backup on several HDD also, I has github repo.

1. Most game mechanics have moved to Lua

I needed a good solution for the future to provide a quick fix for game mechanics. Because any editing of quests / dialogues caused a full rebuilding and this process could take a lot of time. Yes, I know that you can keep game mechanics in a separate assembly, but it is really bad way. I made script structure similar to the scripts from Fallout 1 / 2.


lua-template-work.png

2. The dialog system now is based on Lua scripts too

I wrote a converter from Draft3 project to Lua. It handles basic stat check nodes and convert them to Lua. Writing own dialog node editor is too expensive so yes I use the Draft3 in my pipeline.

An original

dialog-node-editor.png


Export from Draft3
dialog-bad-format.png


And final result after convert

dialog-lua-format.png

3. The dialogue system also running on the template engine

Added the text template engine for dialog nodes. For example, you can have a female/male character or display the name of the character, etc. and those things have to affect on dialog node. Also, it can check some stats but those checks should be in Lua but not in template.

dialog-template.png

4. Finished most of UI

ui-psi.png


ui-inventory.png


ui-char-editor.png


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action-2.gif


action-4.gif


action-5.gif



5. Removed the "mobile" elements

For me old battle mode had strong reference to mobile games. I mean those big hexes. And I didn't like it. So now movement in battle mode based on lines. The hexagonal grid still exists.

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action-3.gif

6. Moved all game mechanics data to json format instead binary

AI behavior in battle, non-combat behavior, etc.

ai-json-data-info.png

7. Started learning animation

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This is a very fun thing actually. I'm in the beginning.


One thing I didn't finish it’s the Editor. Cause most of my utilities work from console and there is no any UI for them. As you can see the news a little bit boring. But the changes are massive, complex and contains a lot of work.

By the way I posted screenshots without a new visual things. I want to keep some intrigue. As for further plans I think to release something playable by the June/July of 2020. I can’t promise and don’t want to, but I will try.
 
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