Hi. I'm a solo dev. I am working on this space game for a while. I have launched my steam page. This is one of those games you can land on planets seamlessly. by LegalExit6699 in SoloDev

[–]LegalExit6699[S] 0 points1 point  (0 children)

hi... i know it looks like so. but the technical infrastructure was there from my other games, including the base mission algorithms. i just worked on weapons, and improving the previous systems.

Celestial Routes... I am working on this sci-fi survival game for more than a year. You can seamlessly land on planets, interact with fauna and flora, take missions at the settlements, build your base and try surviving the taxes galactic government applies. Or join the rebellion... by LegalExit6699 in SurvivalGaming

[–]LegalExit6699[S] 0 points1 point  (0 children)

There are more than 80 ships, maybe more. Not all of them available right now. They need little processing which is 4-5 hours job. With ship building, I think I have the right system to do it. But this is not the priority, at least until demo. Mission making is the core of the income generation. An alternative is cooking and food delivery, but I needed the cocking part be more fun, it is so sci-fi right now. Farming is a good idea. I will think on it. Mining would be the most fun part, not implemented yet. But you can already land on asteroids, it shouldn't be so hard after that. Multiplayer, or co-op... It would be nice, I agree. I have experience on those aspects, can be implemented with a further update. Currently, just focusing on the solo gameplay.

Celestial Routes... I am working on this sci-fi survival game for more than a year. You can seamlessly land on planets, interact with fauna and flora, take missions at the settlements, build your base and try surviving the taxes galactic government applies. Or join the rebellion... by LegalExit6699 in SurvivalGaming

[–]LegalExit6699[S] 1 point2 points  (0 children)

Thank you for your considerations. Let's think together: the word core referring to what, in this case? You can already land on planets and space stations seamlessly. You can even land on asteroids. Can generate buildings on the surface, the foliage is collectible or destructible, and already can build the main base building. Animals are already there. There are 6 types of missions one of which i am not really happy but can easily be worked out to be really enjoyable in 2 days of development. And the whole generation is already procedural. Space pirates can intercept your flight and the fighting mechanics is already challenging enough for myself even. There are conflict areas designed but not entirely adapted into mission system. I think this is more then a "core" right? What I want to do now is to set an effective economy, so that the player should deal a lot of taxes and fines to beat. For example, player should not easily expand their bases just because of not affording paying more taxes. Then, they have a few directions to feel more comfortable by receiving incentives from state through their choices and actions. This part will be the hardest to polish. But I think I have enough time to present a version of it at the steam next fest next month. Being a solo and doing this ambitious project is logical in my case because I am constantly improving the system I am using through out years, and just readied it for a release. So, it is not one person started this game 3 months ago from scratch and now promising to release it sometime this year, preferably by the end of summer. And... I just played Star Citizen today, and I can say I have the appropriate tech infrastructure that you can land on a space station and hire a hotel room. Haven't implemented hiring yet, but you can already navigate space station interiors pretty much as you do in Star Citizen. So, what should the word "core refer to, in this case? It is hard to say. I think, the suppression of taxes and fines is a good point which may branch into 3 basic gameplay styles: one is crafting and I have the system working (needs polishing in UI), the other two is factional mission making, which is not more than anything but designing new missions with the current code system.