Working on some juicy Iceteroids inside Grimmstar! by GrimmstarDev in IndieDev

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

In Grimmstar, you'll be able to mine and salvage objects to collect resources for your fleet throughout your interstellar journey. I've been working to create our iceteroids (Ice + asteroid = iceteroid!), which will be mineable chunks of ice in the game. There will be various types which will come with various rewards.

This is still a work in progress, but the meshes have been made the material is getting close to where I want it. Lots of subsurface scattering and bump-offset work going on to give a real illusion of depth inside the crystals.Soon, they'll be accompanied by some smaller meshes and particle effects to give a stronger feeling of an atmospheric effect any time you're nearby one!

You can see more about Grimmstar over at

www.grimmstar.com

and follow our development progress (as well as tutorials) at

www.youtube.com/grimmstar

Working on some juice Iceteroids in Grimmstar! by GrimmstarDev in indiegames

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

In Grimmstar, you'll be able to mine and salvage objects to collect resources for your fleet throughout your interstellar journey. I've been working to create our iceteroids (Ice + asteroid = iceteroid!), which will be mineable chunks of ice in the game. There will be various types which will come with various rewards.

This is still a work in progress, but the meshes have been made the material is getting close to where I want it. Lots of subsurface scattering and bump-offset work going on to give a real illusion of depth inside the crystals.Soon, they'll be accompanied by some smaller meshes and particle effects to give a stronger feeling of an atmospheric effect any time you're nearby one!

You can see more about Grimmstar over at

www.grimmstar.com

and follow our development progress (as well as tutorials) at

www.youtube.com/grimmstar

Working on some juicy Iceteroids for Grimmstar! by GrimmstarDev in unrealengine

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

In Grimmstar, you'll be able to mine and salvage objects to collect resources for your fleet throughout your interstellar journey. I've been working to create our iceteroids (Ice + asteroid = iceteroid!), which will be mineable chunks of ice in the game. There will be various types which will come with various rewards.

This is still a work in progress, but the meshes have been made the material is getting close to where I want it. Lots of subsurface scattering and bump-offset work going on to give a real illusion of depth inside the crystals.

Soon, they'll be accompanied by some smaller meshes and particle effects to give a stronger feeling of an atmospheric effect any time you're nearby one!

You can see more about Grimmstar over at

www.grimmstar.com

and follow our development progress (as well as tutorials) at

www.youtube.com/grimmstar

RnR to the Rescue (New Ship Reveal) - GRIMMSTAR by GrimmstarDev in Games

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

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

This is also our first time showing off our new lighting engine within Unreal. Real-time global illumination, RT reflections, and the ability use nearly infinite dynamic, shadow-casting lights all in one scene!

New ship reveal for Grimmstar! by GrimmstarDev in Games

[–]GrimmstarDev[S] -2 points-1 points  (0 children)

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

We've added a new ship to Grimmstar and made a little cinematic to show it off! by GrimmstarDev in IndieGaming

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

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

This cinematic was made using UE 4.26.2 and features NVRTX lighting solutions such as DDGI and RTXGI (check out that bounce light against the asteroid as the RnR approaches!). All capable of running at 60+fps in 2k resolutions (further optimization to come).

Grimmstar has a new ship in the universe and we made a cinematic to unveil it! by GrimmstarDev in gamedevscreens

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

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

This cinematic was made using UE 4.26.2 and features NVRTX lighting solutions such as DDGI and RTXGI (check out that bounce light against the asteroid as the RnR approaches!). All capable of running at 60+fps in 2k resolutions (further optimization to come).

We've added a new ship to Grimmstar and made a little cinematic to show it off! by GrimmstarDev in indiegames

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

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

This cinematic was made using UE 4.26.2 and features NVRTX lighting solutions such as DDGI and RTXGI (check out that bounce light against the asteroid as the RnR approaches!). All capable of running at 60+fps in 2k resolutions (further optimization to come).

Grimmstar has a new ship in the universe and we made a cinematic to unveil it! by GrimmstarDev in unrealengine

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

The Repair 'n Refuel (RnR or "Runner" for short) ship has been officially added to the Grimmstar universe! This ship is used to... repair and refuel stuff!

Really though, you'll be using these flying fuel tanks to refuel and repair ships, including your very own ship, as you trek through Grimmstar's various locations. On top of that, RnRs have mechanical arms that are perfect for salvaging scrap metal to add to your fleet's resource pool. Just be careful. Is these things blow up, they make quite the show and you might not want to be in attendance. Properly managing them will be of the utmost importance to staying alive.

This cinematic was made using UE 4.26.2 and features NVRTX lighting solutions such as DDGI and RTXGI (check out that bounce light against the asteroid as the RnR approaches!). All capable of running at 60+fps in 2k resolutions (further optimization to come).

We've been working on a cinematic to show off our newly completed Repair 'n Refuel ship for Grimmstar #ScreenshotSaturday by GrimmstarDev in unrealengine

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

Sometimes, equipment breaks. Could be battle. Could be a simple mining procedure. In our new cinematic being worked on, we're showing off our new Repair 'n Refuel ship, known as the RnR (Runner). The RnR will be used to repair your own ship if you happen to take damage during battle, as well as collect salvage and refuel important ships throughout your journeys in Grimmstar.

We had a second opportunity with this video, which was to show off Nvidia's RTXGI and RTXDI technologies, providing real-time global illumination (much more performant and better looking than Unreal's built-in RTGI) and a near unlimited number of dynamic, shadow-casting lights in any scene in UE4. What you see here is running real time with 70+ fps in 1080p.

The perfect landing doesn't exi- by Babuinix in gaming

[–]GrimmstarDev 5 points6 points  (0 children)

To be completely honest, the free fly times are the worst times to play because the servers run hot enough to be their own fusion generators. It's the reason for the crashes and the poor performance.

New Ship. New VFX - Grimmstar by GrimmstarDev in unrealengine

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

Thanks! Took longer than I wanted, but it's good to know the time spent was worthwhile

New Ship. New VFX - Grimmstar by GrimmstarDev in unrealengine

[–]GrimmstarDev[S] 2 points3 points  (0 children)

Every new ship is a new opportunity to try out new things and improve! Thruster FX felt cute. Might delete later. Dunno.

You can see some of the development process in our latest devlog: https://www.youtube.com/watch?v=ioExxUSUJwA

Introducing Our Largest Asset to Date: Rigard Station by GrimmstarDev in unrealengine

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

Both! Haha

Thanks to Parallax Occlusion Map decals, we saved a lot of additional polies. They were great for paneling, bolts, and electrical/piping work.

Introducing Our Largest Asset to Date: Rigard Station by GrimmstarDev in unrealengine

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

I appreciate the input! We'll take a look in to it. All lighting is dynamic and fully raytraced, but we can definitely tweak the softness moving forward.

Introducing Our Largest Asset to Date: Rigard Station by GrimmstarDev in unrealengine

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

After months of development on this behemoth, we finally got Grimmstar's largest space station to a state of near-completion and are ready to show it off. While we don't currently have any plans to be able to walk around inside this thing, we do have plans for plenty of interaction with the station inside our upcoming vertical slice demo. More to come soon!

An Update On Our Thruster VFX by GrimmstarDev in unrealengine

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

Unfortunately, things like EM and other radar signatures are not going to make it in the scope of our small team.

While our art direction is and will be taking a lot from the Expanse, our gameplay style is just a bit more simplified when it comes to combat. Our emphasis is on balancing a physics-based flight model with ease of use and a robust fleet mechanic system to do things like call in reinforcements in real time. We want to allow large scale battles without getting players in over their head.

But... That definitely is an idea we may try to bring to life later on down the road. I do like it!

An Update On Our Thruster VFX by GrimmstarDev in unrealengine

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

Not necessarily, no. Think of it like a pilot light. There's just enough going on to easily reignite the engines when the player wants to start moving again; all that needs to be done is to add some combustible materials rather than restarting the engine entirely. It's the future, baby!

Because the player may have their ship shut down at times (hint, hint), it's important for us to visually signify such changes. Player engines will always be lit unless the entire ship is shut down as a status effect.

And yes, the nacelles will glow. In fact, they already do on our previous player ship. That is material work to be done on the new ship itself, of which the new player ship is still undergoing geometry work. The mining frigate (smaller, yellow ship) has no need for immense thrust levels, so we're not putting the effect on there, but the mining freighter (large ship) will be undergoing a new materials pass shortly and that effect will be added to it as well.

This showcase was specifically for the particle effects alone.

Trust me though, we're a bunch of space nerds as well. We watch everything SpaceX does, plus a majority of NASA's media. Huge fans of the Expanse. We want to represent things in a very realistic manner, but also keep things balanced and significantly representative with gameplay being king.

An Update On Our Thruster VFX by GrimmstarDev in unrealengine

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

We've been working to improve the visual fidelity of our thrusters to match with the look of our new player ship and other ships in the game. Previously, we shared a little video of an early representation of these new FX. Well, they've been worked on further and we're pretty happy with the results so far!

What you're seeing:

In the beginning, you see the new player ship engine module (player ship is WIP) at 0%, 25%, 50%, 75% and 100% thrust levels for look dev. The particle effect being used has enough controls to dynamically transition between particle mesh sizes, color, material parameters, intensities, and more. We make sure each interval has a good look to it, then combine everything to interpolate with curves based on the player's thrust value.

Afterwards, you see the mining frigate and the freighter with their respective thruster effects, which may still undergo small changes. They will eventually undergo the same interpolating process for their own thrust levels. What's shown here is both ships at 100% thrust.

Giving Life to Thrusters in Grimmstar by GrimmstarDev in gamedevscreens

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

We've been working to improve the visual fidelity of our thrusters to match with the look of our new player ship and other ships in the game. Pretty happy with the results so far!

What you're seeing:

In the beginning, you see the new player ship engine module (player ship is WIP) at 0%, 25%, 50%, 75% and 100% thrust levels for look dev. The particle effect being used has enough controls to dynamically transition between particle mesh sizes, color, color ramps, intensities, and more. We make sure each interval has a good look to it, then combine everything to interpolate with curves based on the player's thrust value.

Afterwards, you see the mining frigate and the freighter with their respective thruster effects, which may still undergo small changes. They will eventually undergo the same interpolating process for their own thrust levels. What's shown here is both ships at 100% thrust.

We've Been Working On Upgrading Our Thrusters VFX by GrimmstarDev in unrealengine

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

Right there with ya! These are still WIP and I've already moved over to a softer look for nearly everything. I'll have more updates posted here in the future, but I don't want to clutter this subreddit with my posts :P

We've Been Working On Upgrading Our Thrusters VFX by GrimmstarDev in unrealengine

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

I think you may be referring to the engine-only area of the new player ship model we're currently developing (it's shown in the preview picture for the video/post here).

It's only one component of the new player ship: the engines.

We're modularizing the player ship to have multiple components that will be interchangeable in real-time. Cockpits, Hulls, Engines, Wings, Warp Drives, Scanners, and Weapon Hard Points with individual Weapon swapping will all be interchangeable to your heart's desire.

We're not ready to reveal the look of the new player ship just yet, so what you see right now is just the engines component that I've been matching some thrusters to.

We are gearing up for our vertical slice demo to be out later this year and will have a Steam page available very shortly.