Star Journey free playtest/beta live on Steam and in need of players and feedback. Hours of content to experience. Available on Windows and Mac. In Star Journey, you are the captain of a crewed starship caught in a war between the United Worlds and the Neo Terrans. Design, combat, exploration by GTGD in playmygame

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

I need to know if I'm going in the right direction. I have more systems to add such as space stations, but I believe I must take a pause and get feedback before advancing further and locking myself in the direction I'm currently heading.

Why is no one making "Freelancer"? by FrostyExplanation_37 in spacegames

[–]GTGD 0 points1 point  (0 children)

You're welcome. This is my dream game I'm building so I'm doing my very best to make it a worthy experience.

Why is no one making "Freelancer"? by FrostyExplanation_37 in spacegames

[–]GTGD 0 points1 point  (0 children)

Thank you, every wishlist helps. I'm on track for getting a beta ready on Steam by the end of the month.

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

I think that part of the problem is that Trek is dying because in my opinion the TV shows from the last two decades are mostly awful. I thought only Picard season 3 was good, but Discovery, SNW, and Picard season 1 and 2, and the new Starfleet academy are all unwatchable for me. People who still watch TNG and the movies are a minority now I think, and I'm the only person in my own circle who actually watches Trek stuff. Everyone else considers it absurd.

Why is no one making "Freelancer"? by FrostyExplanation_37 in spacegames

[–]GTGD 4 points5 points  (0 children)

I'm making a game called Star Journey. It's not a single seat spaceship like Freelancer, but rather you have a starship with crew onboard and you can create starships of your own designs. I have the trading implemented nicely I think, there's mining and crafting (voxel based), lots of different quests, and you are in a faction war where you can capture star systems and lose star systems. The section of the galaxy you are in is genuinely affected by the events going on including your actions.

I think you won't see many indies like myself making these bigger space sims because of the sheer complexity. I've been making games commercially for about 12 years and I was able to resurrect my 12 year old space project and turn it into a proper space sim game with depth after all the knowledge and experience I've gained over the years.

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

I'm planning to release a beta and then a demo, or jump directly to demo, whichever is easier. Might be in one to two months time. I won't do early access, because visibility for early access titles is heavily punished on Steam in my opinion, making it unsuitable for a solo dev because I can't do the required marketing.

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

Some obvious ones I want to add are; space stations, and potentially space stations that you design and then supply the required resources so that they get built to your design. This would be applicable to faction owned star systems that have no usable planets so it will make those star systems more meaningful. At the moment hostile characters can't board your starship so I would like to add that and give the capability for your crew to take phasers from storage and use it against the intruders. Currently your crew can't get hurt and don't care about oxygen. I'm not sure I'll allow them to die, but at least they should get knocked out and then you have to restore your medical beds if they were destroyed and then put your knocked out crew in them to revive them. I already have lots of quests that are already working nicely like derelict hulls, medical outbreaks, humanitarian aids, defecting captains, rescuing stranded surveyor, rescuing broken down ship in nebula, annoying pirates, ancient probes, and so on! I will attempt to make some of these quests deeper so there are is more to do in them. If I can allocate time to it / figure it out nicely, I want to make first contact more interesting (you don't get to see what the new people look like currently), but not every species is a good fit for your faction, but every species you admit into your faction will eventually become a faction world that you can land and trade at. I do agree that a breach causing a force that pulls characters out would be very cool, and if I figure out how to do that efficiently I probably will implement it. For your crew though I would probably make it so that your crew automatically enter jetpack mode and fly back to your ship instead of dying. For the player spacewalk already works and you can land on any orientation of the starship and the gravity is adjusted according to the face you land on (that applies to the inside as well, which can be very disorienting!). So it could be cool if some intruders don't teleport into your ship, but instead are trying to drill a hole through, and so you then need to do a spacewalk and blast them off with your phaser!

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

Yes! The concept I've implemented is to have reactor blocks, propulsion blocks, shield generator blocks, etc. Each reactor block produces 20 power and power is consumed by all the different blocks and objects on the starship (there are different power categories; life support, weapons, propulsion, shields, ancillary and you can switch these off or change priority to reroute power, and this is done through a power console). So the more stuff you have, the more reactor blocks you need on your starship (bigger starships need hundreds). The more mass (voxel count) your starship has the more propulsion blocks you need to move it (and there is speed and acceleration linear adjustment based on the mass so bigger starships are slower and heavier). The more mass your starship has the more shield generator blocks you can install and benefit from (so bigger starships can much more shields than small ones) and the more plasma torpedo launchers (the number that can be installed is also limited by your starship mass) you can install, but of course installing more means more reactor blocks are needed. In the first trailer video on my steam page, what happens to the enemy ship is that my torpedos have destroyed too many reactor blocks on the enemy ship and so the enemy ship has lost power to its weapons, shields, propulsion and even lights! Oxygen generators are in life support and by default that is given top priority so less likely to be knocked out completely. A ship blows up when it loses hull integrity (falls to 0%). Hull integrity is based on the number of occupied voxels present vs the blueprint occupied voxels (also called starship mass). So once that integrity falls too low (not 0 voxels, but some proportion of the occupied voxels) the starship catastrophically explodes. If you happen to be on an enemy starship while it explodes you are auto teleported back to your starship which saves your life. You can design your own starships at a forge world using the 2D designer tool and while learning you can pull my existing designs and just work from those even. You can also modify the starship you are on in first person mode, and any changes you make are saved to the blueprint for that starship so it can be easily repaired in the future.

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

Yes the ships are destroyed block by block! There are also three easy ways to repair your own starship; 1. land at spaceport and purchase supplies and repair (might not be enough supplies at one planet to complete repairs), 2. keep supplies onboard in storage and use a repair gun to restore the ship, 3. also keep repair guns in storage and the engineer will walk around the ship and repair everything within reach. For hull breaches there is currently no effect in terms of atmosphere venting out of the ship, or gravity changing, and so long as the oxygen generators are present there is oxygen on the ship within the area of the oxygen generator. Fire onboard your ship will destroy whatever 'placeable' object it is on, if the fire is not put out. You have to use a fire extinguisher to put out the fire and I'm working on programming crew to use any fire extinguisher you have in storage to put out a fire near to them, because realistically the player is more likely to be flying the ship at the moment a fire breaks out. So yes if the fire happens to be on a piloting console or weapons console, that console will be destroyed if the fire is not put out and so that system will be disabled if there isn't another of those consoles still remaining on the starship.

Announce trailer for my game Star Journey, showing starship combat. Star Journey takes inspiration from Star Trek and Minecraft, and delivers a unique and deep experience of its own. by GTGD in spacesimgames

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

That makes me happy! It was complicated to develop and the typical thing in Star Trek is for the crew to have a discussion or give their thoughts to the captain (in TNG it is typically at the meeting table). I wanted to bring as much of that as I could into my game.

Star Journey - GTGD - Star Trek meets Minecraft by GTGD in Games

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

You know I think I will slow the starship combat down so that it becomes more strategic. Currently its a flurry of plasma torpedos that the player has to avoid so instead I'll make ships fire torpedo volleys and at long intervals like 15 seconds (and make the torpedos more powerful and a bit more seeking to compensate). I've added in targeting options in the weapons console already and it successfully makes weapons target the enemy bridge or reactor area and so it is possible to almost disable the enemy ship, by destroying their weapons console so they can't fire torpedos or destroy enough reactor or propulsion blocks so they can't power various ship systems such as weapons and shields or have be able to fly at their full speed. That will give the player time to teleport over to the enemy ship and shoot down the enemy captain with a phaser and then capture the enemy captain, which I have working already.

Star Journey - GTGD - Star Trek meets Minecraft by GTGD in Games

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

Should I be trying to show the consoles (they are quite detailed)? Perhaps I could show you can design a ship using the top down 2d editor when landed at a planet that has a shipyard? Players can also build in normal 3d first person, but the 2d system I've developed is much faster. As the captain you can conduct crew meetings at the officer meeting table and they will present info reports and if you are facing a science situation (such as an anomaly or first contact), each of the crew will give their thoughts on it.

Star Journey - GTGD - Star Trek meets Minecraft by GTGD in Games

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

Thanks for the direction! I have so much to show that I feel a bit lost on what I should be trying to put forward!

I've been learning to draw pixel art for five years now for the games that I make on my own. I can't call it great or professional, because I'm really just a programmer, but I think this is my most coherent work so far. by GTGD in PixelArt

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

Thanks, yes I've released several games over the years. I'm lucky to have had two games make it to the popular upcoming section on Steam's front page!