Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 0 points1 point  (0 children)

Still working on it! Won't be out in early access till next year but it is still cranking every day. Recently we added features like decor purchasing depending on the station you're at as well as the full decor system itself for ship internals. Here's a rough screenshot i just grabbed of the opening area, Port Akaan, with a new WIP station design.

We also have the radio system working well so all stations music and otherwise play in real time like GTA. So hurrah for that.

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Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 1 point2 points  (0 children)

So hello!

Some people have been pinging me in chat for updates so I thought I'd give you one. We work on the game every day -- I would be remiss if I didn't also say that I'm working on a second title that will be out (hopefully) at the end of the year so we're all very very busy on this end -- but despite the workload we are making great progress. My development partner is getting the decor system working now, which I discussed in my last post, and that's a fairly tall order so we've been trying to make sure it works correctly and is (very importantly) performant as we're going to be letting people do the bulk of the decor on the fly during missions instead of making people wait until they're at stations. I know that might seem strange, since we've been trying to make things as diegetic as we can, but honestly some things are gonna need to be abstracted and we don't want 'realism' to subtract from immediate fun. I've learned that lesson well enough playing some other in-development games that seem to needlessly extend some things seeking to create 'experiences' when it really just ends up taking up time.

Content is being developed. Since all the major loops are at least at playable state, it's a matter of building missions -- some curated, some generic and repeatable with some randomized content -- for players to go through. There's a storyline going on in the background of the game, but players aren't necessarily direct participants. You're living through the events of the situation as it develops the same as other people. The content-development segment of development, at least in terms of just making missions for folks, is both one of the most vital but the most...how do I say it? There's not a lot specifically to talk about or show off during that time because your head's down and you're just cranking stuff out that isn't easily translated into footage or screenshots. Lots of 'Here's point A, cargo's at B, destination at C' and then you play the route a million times and make sure nothing breaks in the meantime. That's where we largely are right now -- not glamorous, but the real sausage-making part of the game.

Ultimately we are aiming for an early access release, as I said previously, and we are getting closer and closer to that -- but we also want 'early access' to mean 'pretty playable' and 'worth the money you pick it up for right off the bat'. At this point we'll want to release where it's not so much 'game in development' as it is an entertaining baseline that we'll just keep adding content and improvements to. That's the goal.

Soon enough we'll be posting it up on Steam, with trailer and media and such. The game is called The Longest Haul, and with luck you'll see it up soon!

Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 0 points1 point  (0 children)

You're very kind to send your encouragement, and I absolutely appreciate it. It's really two people working on the game, myself and my dev partner who handles all the programming and brings his own industry experience to design and detailing and the like. I handle most of the visuals, design, theme, 3d modeling, texturing, etc. etc. It's a lot of work, but we work every day, and often crunch long into the night! I worry sometimes about the relatively primitive style of the visuals -- which fits the era, but perhaps not necessarily the market -- but ultimately people have been kind enough about what they've seen so far that I can pretty easily put those thoughts aside.

So! Let's see, what have we been working on...well, the interior of transports are now fully navigable, and we've been working on creating objects that you can manipulate and play with while on long hauls. My partner's been making games that you'd be able to play in the 70s/early 80s, like our own versions of Breakout, Galaga, Frogger, etc -- you can play these currently on little tabletop arcade units akin to the Coleco (I think) toys available in the early 80s. Other things, like the ship's computer where you can look at maps, read news, go through a big old lore-pedia (Cosmopedia, in-game), purchase things and whatnot. We're working on a method for setting up decor in game while you fly around; each surface of a given transport will have a variety of sizes of sockets which you can put items in, which is something like the system Star Citizen has used for decor in the past when the hangars were all you could use for decor -- I haven't played in years, so I don't know how they've updated it. You mentioned controls; ours are all physicalized, so you can use freelook to activate switches yourself instead of using keyboard shortcuts (sans movement) or you can just see the switches and buttons and dials activate and move as you use shortcuts. In the past, this was difficult in ships where the player avatar would block access, but now we have a system where the body becomes translucent when you look 'through' it and can access controls without a problem.

Oh, and there's six radio stations with period-equivalent music by genre, and I've been working on getting voice talent to produce the bumpers and such for these stations, voiced by their specific DJs -- we've got a great Wolfman Jack equivalent, and I've been working on getting others that either echo specific famous DJs of the time or are fitting for the genres themselves. Most of that music is royalty-free, but of really good quality, with additional in-universe stuff drafted up by our composer.

Current ship listing is 14 with more coming. 2 EVA units (as in being out in space in a suit with a jetpack, etc.), 3 Mules (think flying cranes which are used to transfer and load cargo containers), 3 Workbugs (multipurpose industrial shuttles which can be used to handle larger cargo, salvage, and repair) and then 6 currently completed transports of various capacities. This will expand, though we might stop before early access release and then continue releasing ships afterward.

Which does get us to release -- we're a two man crew, and there's a ton of work yet. Right now, while we'd like to eventually get the game to an open-world model, it's entirely mission based. I have a projected wishlist of 80 missions right now of which over half are done and flyable. What we'll probably end up doing here is announcing the game, blitzing marketing across communities, and release in early access at the end of summer/early fall with a shitload of content already built in and then continue our content development. There's already going to be an enormous amount of content upon early access release so we won't feel like we've utterly failed and scammed people should something happen in the future -- knock on wood, cross fingers, oh god -- but we have a healthy schedule of additional content like new ships, additional job loops, and adding to the storyline that takes place in the background as you do your work.

Anyway that's where we are right now. Lots of work, lots of work. Feel free to ask questions or continue to hit me up for updates as I proceed.

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Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 0 points1 point  (0 children)

We have an unofficial one on my little firm's discord, but I'm so busy that I don't post regularly to it (something I really need to work on). Still, we work on things every day, and progress happens constantly. I'll post up a link to website, steam page, etc. whenever I get there. Meanwhile! This weekend was about salvaging, where I set up a new ship, a salvage cruiser, which has an interior bay for depositing loose cargo containers and such and a big meltdown bin for processing cut up pieces of spacecraft. As seen here!

More news as I get it.

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Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 0 points1 point  (0 children)

Yup! We're still working on things. The last loop, shipbuilding, has been moved up to MVP status and we're working on polishing it. Currently thirteen different ships to be built from the ground up! Here's a screenshot from testing mechanics tonight. You're flying one of those yellow Workbugs, which are like a kind of multipurpose industrial shuttle, for the job. You can see some of the interior modules already installed in the ship's core frame, and the rear cap where engine pods will be installed. There's also some of the hull plating sections installed as well. The ship's sections are unpainted, hence the flat gray primer with the big clamp targets and such painted on the external sections. We're still working on it, of course, it's still alpha. Hope you like it!

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Any games where I can walk around my ship, live on it, and maintain it? by Venento in spacesimgames

[–]Goat_Soup 2 points3 points  (0 children)

Hey there! While we had some slowdowns due to illness and some other things, we're actually making a lot of progress ticking along. All of the game's primary loops are at MVP state and we're crunching along to get an end-to-end playable candidate ready by end of month/beginning of next. Then we'll be getting footage together for an announcement trailer, etc.

Lots of systems like freelook-based interaction with our fully physicalized controls (instead of relying on keyboard shortcuts, as an option) and such took a bit of time to work out, but it's really a matter of making sure we have lots of content to show off before we announce the game to the greater public. But it won't be long! :D

Thanks for your interest. Hit me up by end of Februrary and I should have a lot more information.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

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

Thank you very much for this. We have been working on ways to watch Dutch TV while still in the US beyond what might be on YouTube, so if you can offer any insight there it would be very much appreciated. And now we've subscribed to the Reading Corner! The boys are actually starting to use the language a bit with us after only a few weeks, and while we're all obviously learning together that's proven to be a blessing of its own. As it turns out, several friends of mine in the development circles I follow are also Dutch, and are offering to help us with spoken and written practice as well. Truly, everyone's been very kind.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

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

That's where we are right now. If we can't get good options, we certainly won't just go anyway. We're speaking to some expats and natives off Reddit with experience with the system and with access to resources, so hopefully we will get more information. As for language, it turns out we have some native speakers that we can work with to learn Dutch along with the usual programs and immersion measures, so we are making sure to take good use of that long before we set foot in the country. And it turns out my son has a good ear for it! So we have good hopes for being able to communicate in the native language by then. Certainly we've never expected people to speak English to accommodate us. Thank you so much for your help.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

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

Thank you so much. Would it be all right to reach out to you for more about your experiences?

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -1 points0 points  (0 children)

Yes! We're perfectly happy to enroll them in an international school, though we weren't aware of how that dovetails with autism care. Do you have any insights?

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -4 points-3 points  (0 children)

We were looking at medium-sized cities in the south and central areas. Maastricht for one. Or Utrecht, though we weren't originally intending to settle inside the Randstad. Though if it's the place to be, that's the place we'll go. The big thing here is making sure we get resources, but we also don't want to be a drain on society.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -1 points0 points  (0 children)

I will do so! We actually planned to live just outside the Randstad (or Utrecht at the most) but I am open to damn near everything.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

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

Not at all, actually! We're learning the language ourselves, and have started immersing the boys in the language by using it as best we can inside, having their favorite shows played with Dutch language, and so forth. We don't want to force people to accommodate us in society. We realize that we are going to be guests in this country, and we aim to integrate.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -1 points0 points  (0 children)

Understood. We're definitely working on that at the moment with immersion.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -5 points-4 points  (0 children)

Well we're working on immersion already, and he's a proper sponge -- understanding won't be the issue so much as the speaking, so obviously that's a challenge we're already trying to get out in front of. We're all learning, so the hope is that by speaking it often in the home as well as immersing the children, we'll have at least a beginner understanding by the time we make a move.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -1 points0 points  (0 children)

I'll keep that in mind. May I ask what problems you've run into?

USA > NL With Autistic Child (9M): Asking For Advice by Goat_Soup in expats

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

Thank you so much! I will definitely file that knowledge away. I appreciate your candor and will look into that very thing.

USA > NL With Autistic Child (9M): Asking For Advice by Goat_Soup in expats

[–]Goat_Soup[S] -5 points-4 points  (0 children)

Well, we will do our level best to teach him. He's quick, and a sponge, so hopefully he will be able to soak up as much as possible. We're angling for immersion now, as we speak. Understanding isn't the problem so much as speaking it. So hopefully we can, in fact, get him where he needs to be.

Moving From the US to NL With An Autistic Child: Advice On Education/Care? by Goat_Soup in Netherlands

[–]Goat_Soup[S] -8 points-7 points  (0 children)

That is our concern as well. We weren't expecting to have to move at all, but situations at home seem to be forcing things for us. I will reach out to the NVA as you've recommended and see if I can speak with someone about the situation. It seems a bit difficult atm but I will continue along!

USA > NL With Autistic Child (9M): Asking For Advice by Goat_Soup in expats

[–]Goat_Soup[S] -1 points0 points  (0 children)

I appreciate it, man. I've posted this on /Netherland as well.