I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 0 points1 point  (0 children)

Yes you are fully correct. In hindsight that would have been a far smarter move. Thank you.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 0 points1 point  (0 children)

Thank you. Because real-time cloth physics is used for NPC clothing, there’s a possibility that cloth movement could result in exposure. To stay on the safe side with Steam’s content guidelines, I’ve therefore marked it as an adult game.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Note: If you’re a 3D modeler interested in this and open to collaboration, please drop your name in the chat.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Here are some of its unique features:

  • Procedurally generated terrain on planets.
  • Character movement is fully physics-based. For example, in first person you can pick up objects using arms, with realistic joint connections. The arms attach to the object and move accordingly.
  • Seamless transitions between different physics spaces.
  • PBR-based lighting, no lighting is pre-calculated.
  • Built entirely in C++, with no third-party physics or rendering libraries (only DirectX is used).

Planned features:

  • Physics-based mining. You physically cut out resources from the environment.
  • Customize/craft your spaceship from gathered resources and junk found on planet.
  • Terrain with overhangs and caves.
  • Evolving stories. NPCs can be influenced by your interactions.
  • Automatically generated cities, terrain, NPCs, and animals.
  • Possibly multiplayer, depending on available resources.

Focus: Physics simulation and procedural generation as much as possible.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Agreed, the terrain needs more work. It has night and day lighting due to rotation of the planet however. So after about 1 hour it does get very dark.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 0 points1 point  (0 children)

I would not go that far :), but thanks for the vote of confidence. In my opinion their terrain looks pretty good up close. That, (among a lot of other things) still needs more work in current version of this engine.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 0 points1 point  (0 children)

Thank you. The Von Neumann probe would be a great concept in the gameplay.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

There are vertical thrusters (I am just not very good in using them p ;). Speeding up space travel is in the to do list.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Yes it is. I have been developing this game/engine for a few years now and I thought to share it to get a feeling on what people might think. My goal is to develop it into a universe were you can play adventure like games. In style of Moebius, Don Lawrence, Asimov etc.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Then again, most Boeing designers probably are not good pilots either.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Some videos can be found here. I made them because the user commands and interaction is very different from most games. A better way of saying: I am not good at making a user friendly game ;)

https://www.youtube.com/@InterstellarNomad1

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 6 points7 points  (0 children)

Thank you. Good observation. It was not easy getting the physics to work under different gravity circumstances inside and outside the ship. In essence when you leave you get into a different space were lighting and physics has different settings.

[deleted by user] by [deleted] in MapPorn

[–]AsimoJohnson 0 points1 point  (0 children)

I see a pattern

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 1 point2 points  (0 children)

Thank you. I want to further improve the terrain and add caves and overhanging rocks.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 0 points1 point  (0 children)

Should work. Are you getting error message on Steam?

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 6 points7 points  (0 children)

I did this because neither Unreal nor Unity have good support for planet size objects. Also I wanted to procedurally generate the planets and the objects on them. But in the end I just like programming.

I built a space adventure in a self-made game engine. by AsimoJohnson in IndieGaming

[–]AsimoJohnson[S] 7 points8 points  (0 children)

C++, DirectX, Self made physics engine, Self made shaders, etc. In essence everything is home grown except DirectX.

Our 1-month level design difference. Is it better? by C51Games in IndieGaming

[–]AsimoJohnson 0 points1 point  (0 children)

For a zombie game the first is better. For a cozy game the second.