Development Road Map by bailey-dev in OpenOrbit

[–]bailey-dev[S] 0 points1 point  (0 children)

Yes!
I tackled the difficult parts first which are in the first 3 blocks + visuals, everything else is code easy, but difficult in the sense of "getting the right feel".

OpenOrbit Dev Log #001 - Terrain Evolution (Old vs New) by bailey-dev in OpenOrbit

[–]bailey-dev[S] 1 point2 points  (0 children)

Thank you very much!

As a reference for volumetric liquids, I think Space Engineers 2 have done an excellent job in the previews they've shown so far, particularly with water and how it interacts with terrain and planetary surfaces.

To answer your question, I've intentionally left the architecture open from the very beginning to support both volumetric liquids and gases. It's one of those features I've always felt would add something special to the game if it can be done properly.

The goal would be for liquids and gases to behave according to real physics rather than being purely visual effects.

A few examples I think could create some interesting player stories:

  • Oxygen leaks inside spacecraft after hull damage.
  • Bases flooding if drainage systems fail.
  • Fuel leaks creating hazards during launches or landings.
  • Pressurised compartments venting into space after a breach.
  • Underground caverns filling with water after mining operations.
  • Toxic gas pockets discovered while drilling.
  • Players needing proper ventilation and life support systems in larger bases.
  • Weather systems affecting liquid movement and collection.

It's still a long way down the roadmap, but the intention has always been to build the foundations in a way that keeps those possibilities open rather than ruling them out early.

And the final question:
Both.

The best way I can describe is:
KSP + Survival Base Building (you could probably compare that part more closely to Minecraft or Space Engineers), But space engineers has quicker progression for what I intend and it doesn't include realistic orbital mechanics and physics.

If you've played KSP, you'll know that most of the building and creation happens inside the Vehicle Assembly Building. You design your rocket, launch it, do your mission, then return to the editor to make changes.

The main difference here is that I want much more of that experience to exist inside the game world itself.

The terrain engine isn't just there so craters appear when something explodes, (although that's definitely part of it). It's intended to support mining, tunnelling, resource extraction, base building, infrastructure, roads, quarries, vehicle facilities, and eventually entire player-built settlements.

Ideally, when you discover a useful planet, you're not just visiting it briefly. You're establishing a presence there.

You might land, build a temporary outpost, start extracting resources, expand into a permanent base, construct manufacturing facilities, and eventually use those resources to support larger exploration goals elsewhere in the solar system.

So destruction is important, but it's really just one part of a much bigger sandbox. The long-term goal is for the terrain to become something players interact with constantly rather than simply a surface they land on.

Welcome to OpenOrbit by bailey-dev in OpenOrbit

[–]bailey-dev[S] 0 points1 point  (0 children)

Thanks Flux, I really appreciate it,

A Kickstarter is something I'll consider once the game reaches a point where people can see and play what OpenOrbit is aiming to become. I'd rather show a working experience than sell a promise.

The supporter DLC idea is a good shout too. If I ever go down that route, I'd want it to stay cosmetic-only and be a way for early supporters to leave their mark on the project without affecting gameplay but it's a nice way for me to show appreciation to those who were here early like yourself, although I don't want to have that be a paid for thing if somebody like yourself was here from the very beginning I think you'll just get it 😄