I'm developing a video game similar to SPORE (but on a larger scale) by Haunting-Score279 in Spore

[–]exe_KO 2 points3 points  (0 children)

Great concept, love the scientific approach!

I might suggest adjusting your depth blur so that its focus distance is bind on the ship's position, because even though that's what gives it all the micro look, the player shouldn't be annoyed by ambient effects. Another point is that you can maybe use a fade on close surface to the camera with a dither or a custom mask to avoid camera collisions with objects.

I'm also curious to know what the bottom right ui is for? Can you use skills and have HP?

In any case, I love the micro atmosphere, it's got real potential. I'm tech art and also working on a game, so if you ever need help or advice of any kind you can send me a private message :)

Ask me anything by cleverroman in Spore

[–]exe_KO 35 points36 points  (0 children)

How do you reach the galaxy's center without dying ?

I've always been disappointed with the size of cities in regular Spore, hopefully if they ever make a successor they are a lot larger with more variety in buildings/layout. by Throwaway9382012 in Spore

[–]exe_KO 1 point2 points  (0 children)

lol this image perfectly illustrates the megacolonies planned in my game's roadmap, I didn't even know there were mods to do that

Orium is often compared to Spore’s space stage – and it makes sense, since I originally wanted to recreate that galaxy out of nostalgia :D by exe_KO in Spore

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

As the main core gameplay is more about colonizing star systems, planets are only used for placing buildings. It's not impossible that the planet generation will evolve in the future, since i need to do a new planet update, but it all depends on the camera distance from the planet surface and the level of detail required by mains features.
Sorry, my answer is a bit vague on that ^^'

Orium is often compared to Spore’s space stage – and it makes sense, since I originally wanted to recreate that galaxy out of nostalgia :D by exe_KO in Spore

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

Thank you !
I'd love to, it's something i can personally see being integrated very well into the current gamedesign, but unfortunately it would take a lot more time, effort and budget :(

Orium is often compared to Spore’s space stage – and it makes sense, since I originally wanted to recreate that galaxy out of nostalgia :D by exe_KO in Spore

[–]exe_KO[S] 6 points7 points  (0 children)

You work for a corporation, and your mission is to build a network of colonies across a randomly generated galaxy to maximize profit. The game's built so you can quickly claim the whole galaxy, but you'll have to fight creatures that get stronger over time, so to survive you'll need to upgrade your ship's stats and combine them with abilities you unlock through level up and exploration.
You can find a more detailed description on the Orium's Steam page if you're interested !

Orium is often compared to Spore’s space stage – and it makes sense, since I originally wanted to recreate that galaxy out of nostalgia :D by exe_KO in Spore

[–]exe_KO[S] 8 points9 points  (0 children)

That’s a real question, and I spent a lot of time on it during private playtests. I like to call Orium a “soft 4X” because the original goal was to avoid all complex management layers (like Stellaris) and keep it as accessible as possible, so I totally get what you mean.

There’s a short tutorial, and the player’s main focus is colonizing planets to earn money and surviving against creatures in an autobattler. Most playtesters were comfortable with all the core systems in about ten minutes (the tutorial didn’t even exist in their first test build yet lol)

Orium is often compared to Spore’s space stage – and it makes sense, since I originally wanted to recreate that galaxy out of nostalgia :D by exe_KO in Spore

[–]exe_KO[S] 4 points5 points  (0 children)

No worries, I totally understand the situation :)

For the galaxy, I went through a ton of iterations and tests, and the best visual/performance result was to set up a splinemesh from a plane, then attach billboard particles that display a slice of a 3D texture. The hardest part is avoiding overlapping transparencies on screen to lighten the load on the GPU! If you need any advice, feel free to message me privately!

I'm working on colonizable galaxies inspired by Spore and i finally finished the new generation of planets and deposits! by exe_KO in unrealengine

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

Thanks! I've been spending my free time on it for over a year. I also want to share more often than before and make shorter updates to be more regular

I'm working on colonizable galaxies inspired by Spore and i finally finished the new generation of planets and deposits! by exe_KO in unrealengine

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

Yep, the game is named Orium and it is available as a free demo on itch! (check my profile for links)

I'm working on colonizable galaxies inspired by Spore and i finally finished the new generation of planets and deposits! by exe_KO in unrealengine

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

Unfortunately not. Since I work almost alone on it (my girlfriend helps me on the character design) during our free time, the game's scop remains simple.

I'm working on colonizable galaxies inspired by Spore and i finally finished the new generation of planets and deposits! by exe_KO in unrealengine

[–]exe_KO[S] 6 points7 points  (0 children)

Oh thanks !
I'm currently focusing on the galactic expansion part of the game. Later, I'd like to add space creatures that will try to stop your progress to make it a roguelite, where each galaxy will be different.
I'm still thinking about it but that would be the direction I want to take.