If you want to go for more realism, consider modelling the rocket exhaust from the engines and RCS to spread out and produce a conical shape due to being in a vacuum.
I love the clear sharp graphics, the decals really make it work. The greenish-beige and petrol green of the sojourner really compliment each other too.
I actually love boxy spaceship designs. I get that people want to "beautify" them for visual appeal but considering the lack of air in space there's not really any need to design them with curves and sweeping lines and an aerodynamic shape (unless they enter atmospheres). Plus larger ships would likely be built in space docks out of smaller sections bolted together, so it would end up more boxy by nature as a result with maybe some cylinders too - basically the same as our ISS. So boxy spaceships in movies and games, to me, are FAR more realistic and therefore more enjoyable. And I must say I am LOVING your game's spaceship designs so far!! :D Can't wait to see how this develops cos what you have got right now already looks SO good and fun to mess around with! :)
To continue this idea... Use geology related names for ship components like GRANIT Armor Plating or TECTONIC Navigation System. And those ships should be slow but durable... like moving mountains.
As little as ive been following this what i have seen im impressed by which says alot about how much yall have put into this. Good job guys your doing an amazing job!
Great use of bold colour on the ship concepts. I think it works really well, and it breaks up the nice simple designs. I really like it when the background also has some colour/fog, and isn't completely black. Looks really good.
Name of the ship : The Jericho, The Triumph, The pillar of Despair, Mothers Wale, The Purgatory, The Perdition, The Apothicary Class name : World Destroyers, Warfare Class, Mayhem Class, War Class, Destruction Class, Dread Class, Executive Class Designation Names : Bunker 1, Juno, Union, Orion, NorthStar
For ship class names I've always liked sword names, especially if we're talking pirate ships: Cutlass, Sabre, Broadsword (good for bigger ships) , Dagger (good for smaller ships), Rapier, Foil, you get the idea.
As someone working at Messer(cryogenics), not all sword names are made equal. Swords make for great names, but its always unfortunate to see the usual suspects when there are literally thousands of blade names available from as many cultures and periods... That said, melee weapons and arms in general would be good for outlining classes, dictating warship classses. For civilian classes, perhaps other hand tools, and for agri ships, gardening tools...
@@seanwarren9357 I'm sure there are many worthy names, I'm no expert, I just went with the names I knew, but I'll look into it. I like the idea of melee weapon names and assigning them based on the ships function. Edit: Having looked further into sword names I now see the connection with your companies name : Messer A term that translates to "knife" in German, was primarily used by common folks in medieval Germany.
"Captain, we detected a ship. It's called the EDWARD TEACH" "That's a way to obvious name for a pirate ship. I think we're safe" *Music starts playing quietly "Are you sure, Captain. It's closing in fast." *Music is getting louder "If that's a pirate it must be the worst pirate i've ever heard off." *A black sailing barge appears the Pirates Theme on full blast
Star Cit's mistake is constantly adding new content and not settle for a minimum viable product to be shipped out, then expand the contents over time. LevCap's new game is showing great promise, and I look forward to buying it once it is in store.
I'm a fan of moon names: Ganymede-class sounds pretty good and keeps the theme spacey. Io, Europe, Charon, Enceladus, etc. Anyway, this game looks awesome, can't wait to play it. Keep up the good work :)
From a standstill, turning to a fixed direction is easy - just accelerate half the way and deccelerate the other half. When you already have some rotation speed towards target, it is a little bit more tricky, but also doable - just check how long it would take to stop rotation and where you would end up facing when you stop. If you are going to stop before the target, it means you can accelerate some more. If you are going to stop on target, you shall immediately start deccelerating. But you also need to account for the rotation space being wrapped (0 degrees is the same as 360 degrees), so you need to check accelerating in which direction will get you to the target sooner. And, to account for the target direction changing, you should not commit 100% of your thrust when accelerating, so that you can have some bufffer for emergency braking in case the target direction shifts closer (otherwise you will be oversooting very often).
If not already done, have a look at rotational inertia and angular momentum to get even more realistic physics. It will add a lot to how your ships can turn in a realistic fashion.
This is looking pretty awesome. It reminds me of an old 2d space shooter called "subspace" (or continuum as some of you might remember it). It would be awesome if the user could zoom right out to see more of the space around you.
Wow, this looks exciting! There are way to few space games that offer at least a modicum of realistic physics and this seems promising. I think 2D helps keeping such a game accessible while still providing all the physics that are involved. Now all it needs is orbital mechanics and this is a must have for me. I'll definitely keep my eyes on this. :)
I like to imagine battleship classes by manufacturer. So if pirates vs military vessels use different manufacturers, they can keep the same theme (I see that elsewhere in the comments). My suggestions: Names/locations are always good, they can also increase lore - The Austria, Ghana, or Euro class (referencing manufacturer region). The Lincoln, Khan or Alexander class (referencing famous/infamous earth leaders) Alternatively, mythology seems to be a good fit. Titan, Poseidon, Hermes, Iris, Osiris, etc.
3:40 I'm not sure it should be called a battleship as apposed to just a warship or cruiser, but I would call it The Gambler. You have a sandwich gun, and the Earl of Sandwich was a notorious gambler and lover of card games.
Hey Level! From a gameplay perspective, i think the spaceship progression should be as fluid as possible, with beginners choosing different starting ships, intermediate ships, and end ships all with their own benefits and drawbacks. For instance, there should be several ships to choose from at the start of the game, and several ships to progress to that are all equally challenging to obtain. That way you feel you have more choice as a player, as opposed to just upgrading to the next readily available ship.
I know it would probably be a steal from "Rings of Saturn", but I suggest adding additional visual indicator for ships turning. It would highly help with mouse angle adjustemnt.. From the ships front (at the edge of imaginery circle) add an arc that would go along the circle edge right up to the imaginary angle at which the ship should look where the mouse was clicked at. The arec would reduce right up until when the ship turns facing forward where the mouse was clicked on.. Again no lines pointing at the mouse, just an arc going along the ships border "circle". Hope it is somewhat understandable.. Ps. sorry for some broken ingrish words :] Great progress you guys have!
Your flight system as it stands seems to be quite similar to a game called ∆V: Rings of Saturn, which does it's flight system really well. I don't think directly copying it would work for your game, but if you just download the demo and fly around for a bit, you might understand what I'm talking about to an extent. The best way I can describe it is "Intentionally a little bit clunky", but it works really well.
Naming ideas Big pirate ship: the Fortune class, the Acquisition class. Names: Any historical pirate name (The Edward Teach, the Henry Avery, the Morgan, etc..)
Some serious misconception here about what "delta-V" means. At 9:14 he says "... the acceleration or delta-V is so slow...", but in spaceflight those two properties are not the same! Acceleration says how *fast* the velocity changes while the engines/thrusters are running, and the acceleration increases continuously as the amount of fuel is being used up. Delta-V says how *much* the velocity can be changed *in* *total* by using up all of the remaining fuel. This factor essentially determines the range of the spacecraft. Take your typical liquid fuel rocket motor. It has a fairly high thrust but so-so specific impulse (ISP, a measure of fuel efficiency). It will provide a fair bit of acceleration but moderate delta-V. Then compare this to an ion engine (typically used in small satellites and deep space probes) that has a very low thrust and very high ISP. The acceleration is almost negligible, but by running the engine for weeks or months it can reach velocities practically unobtainable with liquid fuel engines.
@@SpaceSoups I'd imagine them being designed together as a combined-arms or complementary-roles program, or alternatively the Hammer class being designed first as a sort of general-purpose vehicle for a wide consumer base, and then the Anvil being designed afterwards as a more niche support vehicle that expanded the Hammer's capabilities when they worked together.
just subscribed you in recognition of your awesome work and skills you got. all the best. a "weathered" ship texture will look great. due to all the space bust and radiation etc instead of pristine silk look.
5:30 sounds like youre describing a PID controller. Those are fun to implement. I kidding. They are a nightmare in my peoject (vids under channel). Fun fact, PID controllers are used is many every day applications like cruise control for cars.😊
Tuning PID loops is one of those things that is nightmarish not because it is hard, but because you know for a fact that if you want to get it right, you will be there for HOURS.
I think it's very interesting that the wires on the nav beacon still hang "down" even though there shouldn't be any gravity acting on them. Is the lack of up/down RCS thrusters a lampshade on the fact that this is a 2D space game?
It nice to see ship like scrape yard to more refine ship as we know material cost and price. As they make due to since if you mining they do not care about the refine design as it use for mining stuff.
The game will be cool, but you can't do without a good boarding!! Do board and and capture ships and sell them! Have a good boarding and make an assault cutting bulkheads and all that sort of thing!
At 3:40, I see an immediate weakness in design. The three turrets are at the same level, meaning if they want to fire at a target there are two angles where two turrets line up so the back one can't fire because it would hit the turret in front of it. Why not think like a battleship and put them on a slightly different level. But space, so sure, you could just rotate the ship so the flat top is facing more towards the enemy I guess...
Looks cool, I want to play it, hope there is a beta test later, ill be a tester. I am wondering why the thrusters are firing at the same time as the main engines when going forward or backwards though.
Might just be me, but the rotation speed seems to not decrease enough when the mass is increased. The implementation on the main thrusters looks great, but the RCS seems a bit too powerful in comparison. Great devlog as always!
Looks like turning with RCS is not considering mass (inertia) of ship. With those small RCS and 1Kton of mass the ship should barely turn, if any at all, but the video shows it turning without any effort. Yes I know there are two opposite RCS firing at same time, but even though those small units (compared to the main engines) should not have enough thrust to turn 1Kton mass at that rate. Hopefully this is something that will still be looked upon by designers. Anyway, I loved the WIP for this space game.
For the pirate ship name, what about the Tombstone? I guess it really depends on the name of the other classes though. Things like that usually revolve around a theme. Rapier, cutlass, broadsword, etc.
The algorithm brought me here... what game is this? (NEVERMIND, found the playlist of devlogs). This looks amazing and seems to have the perfect blend of Escape Velocity and FTL style combat that I've been dreaming about forever.
Nice to see something like that working on ue5, I've sort of gave up.... There where to many limitations I could not circunvent..... Turned out shifting to godot and ditching built in physics all together for the space mechanics, still wanna see a space game fully realized on ue5 graphics engine thow
Damn man, I haven't watched you since the BF Hardline days. You, Jackfrags, Matimo, Desertfox and xfactor? I'm sorry for not remembering his name. I remember when you did airsoft videos and why you stopped. You even did a short film for BF Hardline as well. Now you are making a game? Man, times have changed. I look forward to this and any future games you might make.
this ship design is beautiful - I love industrial designs for that simplicity. kinda want to 3d print that beauty. is this ship asset or your own creation?
One major question for you. Will you be allowing me to play with a HOSAS because that setup is what I use for all my relevant space games. It's easy and intuitive for me as a pilot when needing to make manuevers
Also, if you need someone to think through Laws for your game, I know a lot of the US laws regarding Aviation. Not sure how deep you are going on this.
@@akudapapuaI personally want hosas support as well. I think it wouldn't be too hard since we have controllers working. We plan to have comms and docking lines that stations will send to pilots to make it feel more real but if you have some good insight on this would love to hear it. If you wanted to drop some of that knowledge in the suggestions section on our discord we could chat about it there.
If you want to go for more realism, consider modelling the rocket exhaust from the engines and RCS to spread out and produce a conical shape due to being in a vacuum.
I love the clear sharp graphics, the decals really make it work. The greenish-beige and petrol green of the sojourner really compliment each other too.
Watching the ships thrust around is starting to feel more and more like footage from The Expanse.
Check out NEBULOUS: Fleet Command.
I actually love boxy spaceship designs. I get that people want to "beautify" them for visual appeal but considering the lack of air in space there's not really any need to design them with curves and sweeping lines and an aerodynamic shape (unless they enter atmospheres). Plus larger ships would likely be built in space docks out of smaller sections bolted together, so it would end up more boxy by nature as a result with maybe some cylinders too - basically the same as our ISS. So boxy spaceships in movies and games, to me, are FAR more realistic and therefore more enjoyable. And I must say I am LOVING your game's spaceship designs so far!! :D Can't wait to see how this develops cos what you have got right now already looks SO good and fun to mess around with! :)
I completely agree, imo Star Citizen has too many space planes and not enough boxy deep space rockets.
A cool way to name ships, perhaps for a manufacturer or company, is to use volcano names: Krakatoa, Vesuvius, Yellowstone, Erebus, St Helens etc.
I think it'd be cool for manufacturers to have their own naming schemes.
And if we're just going for epic names; Halo ship names go hard.
To continue this idea... Use geology related names for ship components like GRANIT Armor Plating or TECTONIC Navigation System. And those ships should be slow but durable... like moving mountains.
We Added Alien Space Babes! - Spaceship Gamedev Blog #69
The game will be complete
nice
nice
🤔 The Spacecheeks update.
nice
As little as ive been following this what i have seen im impressed by which says alot about how much yall have put into this. Good job guys your doing an amazing job!
The Asteroids sequel we've all been waiting for!
Im looking forward to try this out on my steam deck!
Great use of bold colour on the ship concepts. I think it works really well, and it breaks up the nice simple designs. I really like it when the background also has some colour/fog, and isn't completely black. Looks really good.
Name of the ship : The Jericho, The Triumph, The pillar of Despair, Mothers Wale, The Purgatory, The Perdition, The Apothicary
Class name : World Destroyers, Warfare Class, Mayhem Class, War Class, Destruction Class, Dread Class, Executive Class
Designation Names : Bunker 1, Juno, Union, Orion, NorthStar
Spacey McSpaceface
Ravager
Dreadnought
Couragious
Looking forward to be able to wishlist this so I can have a very happy random notification telling me it's in Early Access in a couple of years!
For ship class names I've always liked sword names, especially if we're talking pirate ships: Cutlass, Sabre, Broadsword (good for bigger ships) , Dagger (good for smaller ships), Rapier, Foil, you get the idea.
Cutlass sound really great!
As someone working at Messer(cryogenics), not all sword names are made equal. Swords make for great names, but its always unfortunate to see the usual suspects when there are literally thousands of blade names available from as many cultures and periods...
That said, melee weapons and arms in general would be good for outlining classes, dictating warship classses. For civilian classes, perhaps other hand tools, and for agri ships, gardening tools...
@@seanwarren9357 I'm sure there are many worthy names, I'm no expert, I just went with the names I knew, but I'll look into it. I like the idea of melee weapon names and assigning them based on the ships function.
Edit: Having looked further into sword names I now see the connection with your companies name : Messer
A term that translates to "knife" in German, was primarily used by common folks in medieval Germany.
Ships look great so far!
OMG That sounds so cool!
Rhino Class!!!!! Also just wanna say im beyond excited to see how this will develop, will be playing on day one >:)
For the pirate ship class, call it the Edward Teach (Blackbeard's real name).
Edward class battleship
"Captain, we detected a ship. It's called the EDWARD TEACH"
"That's a way to obvious name for a pirate ship. I think we're safe"
*Music starts playing quietly
"Are you sure, Captain. It's closing in fast."
*Music is getting louder
"If that's a pirate it must be the worst pirate i've ever heard off."
*A black sailing barge appears the Pirates Theme on full blast
Amazing progress.
This looks pretty interesting, really like the ship designs, very "Expanse" feeling, which is never a bad thing, good luck with the project! 👍
Really looking forward to your game
looks great
Really enjoy the updates. Keep up the good work, all. 😎👍
just seeing a flip and burn is a space game while fighting would be super sick amazing work so far
got docking done before star citizen lol
Star Cit's mistake is constantly adding new content and not settle for a minimum viable product to be shipped out, then expand the contents over time.
LevCap's new game is showing great promise, and I look forward to buying it once it is in store.
While your point stands... SC already had working docking.
Good job!
Been following Kruger for a while now since he did a couple of Homeworld-esque designs. Excellent choice for this project
Looks awesome.
Some of the ship designs reminds me of home world.
Really awesome work😊
Day one buy. 1000% guaranteed. Amazing stuff.
I'm a fan of moon names: Ganymede-class sounds pretty good and keeps the theme spacey. Io, Europe, Charon, Enceladus, etc.
Anyway, this game looks awesome, can't wait to play it. Keep up the good work :)
Big ship. Judicator class. anyway looks sick! Can't wait to play out my own "expanse" experience
3:50 I feel like Juggernaut Class would be a fitting name for the class of ship.
From a standstill, turning to a fixed direction is easy - just accelerate half the way and deccelerate the other half.
When you already have some rotation speed towards target, it is a little bit more tricky, but also doable - just check how long it would take to stop rotation and where you would end up facing when you stop. If you are going to stop before the target, it means you can accelerate some more. If you are going to stop on target, you shall immediately start deccelerating.
But you also need to account for the rotation space being wrapped (0 degrees is the same as 360 degrees), so you need to check accelerating in which direction will get you to the target sooner.
And, to account for the target direction changing, you should not commit 100% of your thrust when accelerating, so that you can have some bufffer for emergency braking in case the target direction shifts closer (otherwise you will be oversooting very often).
If not already done, have a look at rotational inertia and angular momentum to get even more realistic physics. It will add a lot to how your ships can turn in a realistic fashion.
I love the ship design.
This is looking pretty awesome. It reminds me of an old 2d space shooter called "subspace" (or continuum as some of you might remember it). It would be awesome if the user could zoom right out to see more of the space around you.
Juggernaut for sure! Love the physics
“Dreadnought” sounds so cool for a huge pirate battleship
Wow, this looks exciting! There are way to few space games that offer at least a modicum of realistic physics and this seems promising. I think 2D helps keeping such a game accessible while still providing all the physics that are involved.
Now all it needs is orbital mechanics and this is a must have for me. I'll definitely keep my eyes on this. :)
You have my attention
Holy crap you got docking working sooner than Star citizen did
I like to imagine battleship classes by manufacturer. So if pirates vs military vessels use different manufacturers, they can keep the same theme (I see that elsewhere in the comments). My suggestions:
Names/locations are always good, they can also increase lore - The Austria, Ghana, or Euro class (referencing manufacturer region). The Lincoln, Khan or Alexander class (referencing famous/infamous earth leaders)
Alternatively, mythology seems to be a good fit. Titan, Poseidon, Hermes, Iris, Osiris, etc.
3:40 I'm not sure it should be called a battleship as apposed to just a warship or cruiser, but I would call it The Gambler. You have a sandwich gun, and the Earl of Sandwich was a notorious gambler and lover of card games.
Hey Level! From a gameplay perspective, i think the spaceship progression should be as fluid as possible, with beginners choosing different starting ships, intermediate ships, and end ships all with their own benefits and drawbacks.
For instance, there should be several ships to choose from at the start of the game, and several ships to progress to that are all equally challenging to obtain. That way you feel you have more choice as a player, as opposed to just upgrading to the next readily available ship.
You could call your pirate capital ship Royal Fortune, one of the largest pirate ships ever captained during the age of sail.
If it's a pirate battleship, the obvious name is "Kraken" I'd say ;) unless something bigger is planned, then use it for whatever the biggest one is.
I know it would probably be a steal from "Rings of Saturn", but I suggest adding additional visual indicator for ships turning. It would highly help with mouse angle adjustemnt.. From the ships front (at the edge of imaginery circle) add an arc that would go along the circle edge right up to the imaginary angle at which the ship should look where the mouse was clicked at. The arec would reduce right up until when the ship turns facing forward where the mouse was clicked on.. Again no lines pointing at the mouse, just an arc going along the ships border "circle". Hope it is somewhat understandable..
Ps. sorry for some broken ingrish words :] Great progress you guys have!
Leviathan, Manticore or maybe Titan. The game looks awesome can't wait to check it out once it's finished.
Is that a sandwich turret at 3:24?
yes
Your flight system as it stands seems to be quite similar to a game called ∆V: Rings of Saturn, which does it's flight system really well. I don't think directly copying it would work for your game, but if you just download the demo and fly around for a bit, you might understand what I'm talking about to an extent. The best way I can describe it is "Intentionally a little bit clunky", but it works really well.
I am pretty sure i follow the artist that made the designs on Instagram. It was super nice to see break engines and 360 RCS thrusters on the designs.
Naming ideas
Big pirate ship: the Fortune class, the Acquisition class.
Names: Any historical pirate name (The Edward Teach, the Henry Avery, the Morgan, etc..)
Some serious misconception here about what "delta-V" means.
At 9:14 he says "... the acceleration or delta-V is so slow...", but in spaceflight those two properties are not the same!
Acceleration says how *fast* the velocity changes while the engines/thrusters are running, and the acceleration increases continuously as the amount of fuel is being used up.
Delta-V says how *much* the velocity can be changed *in* *total* by using up all of the remaining fuel. This factor essentially determines the range of the spacecraft.
Take your typical liquid fuel rocket motor. It has a fairly high thrust but so-so specific impulse (ISP, a measure of fuel efficiency). It will provide a fair bit of acceleration but moderate delta-V.
Then compare this to an ion engine (typically used in small satellites and deep space probes) that has a very low thrust and very high ISP. The acceleration is almost negligible, but by running the engine for weeks or months it can reach velocities practically unobtainable with liquid fuel engines.
The "Archon" for the ship name. :)
3:50 I think class it as you said: it’s a Behemoth Class ship 👍
Indominus Class?
This is very cool.
Name for a ship that bashes through defenses? The Nephilim Hammer.
A large ship that can take a beating could be an “Anvil” Class
Now you need a "Hammer" Class ship.
@@SpaceSoups I'd imagine them being designed together as a combined-arms or complementary-roles program, or alternatively the Hammer class being designed first as a sort of general-purpose vehicle for a wide consumer base, and then the Anvil being designed afterwards as a more niche support vehicle that expanded the Hammer's capabilities when they worked together.
@@seeranos Wow! that's such a cool idea!
just subscribed you in recognition of your awesome work and skills you got.
all the best. a "weathered" ship texture will look great. due to all the space bust and radiation etc instead of pristine silk look.
5:30 sounds like youre describing a PID controller. Those are fun to implement. I kidding. They are a nightmare in my peoject (vids under channel). Fun fact, PID controllers are used is many every day applications like cruise control for cars.😊
Tuning PID loops is one of those things that is nightmarish not because it is hard, but because you know for a fact that if you want to get it right, you will be there for HOURS.
@ParoXyzmm this guy.....this guy right here...gets it.
I think it's very interesting that the wires on the nav beacon still hang "down" even though there shouldn't be any gravity acting on them.
Is the lack of up/down RCS thrusters a lampshade on the fact that this is a 2D space game?
if it got counter thruster when firing projectile than it will be actually ultra realistic
You should still visually show RCS for up and down. Even if they are not used in 2D. They would be needed on a real spaceship.
I was just trying to find a game like the expanse and then bam this shows up
It nice to see ship like scrape yard to more refine ship as we know material cost and price. As they make due to since if you mining they do not care about the refine design as it use for mining stuff.
I like it:0
Its not 100% realistic (yet) but its a beautiful piece of software engineering he implemented, this is so cool.
3:30 Well if it's a Pirate Warship it should be something pirate themed, so maybe Buccaneer, Blunderbuss, Man O' War or maybe even Kenway Class :)
it's an 3D game, but the ship's movement are locked on a 2D plane, just like ΔV: Rings of Saturn, but with better visual effect and UI.
The game will be cool, but you can't do without a good boarding!! Do board and and capture ships and sell them! Have a good boarding and make an assault cutting bulkheads and all that sort of thing!
At 3:40, I see an immediate weakness in design. The three turrets are at the same level, meaning if they want to fire at a target there are two angles where two turrets line up so the back one can't fire because it would hit the turret in front of it. Why not think like a battleship and put them on a slightly different level. But space, so sure, you could just rotate the ship so the flat top is facing more towards the enemy I guess...
4:00 - because of look and description "supposed to smassh through things",. how about "hammer head" ?
Looks cool, I want to play it, hope there is a beta test later, ill be a tester. I am wondering why the thrusters are firing at the same time as the main engines when going forward or backwards though.
Might just be me, but the rotation speed seems to not decrease enough when the mass is increased. The implementation on the main thrusters looks great, but the RCS seems a bit too powerful in comparison. Great devlog as always!
I just discovered this. Do the spaceship attach point be customizable, armement upgrade or replacement?
Pirate ship name ideas; the El-Capitan, Skulduggery, Kirassis, or Goliath.
Looks like turning with RCS is not considering mass (inertia) of ship. With those small RCS and 1Kton of mass the ship should barely turn, if any at all, but the video shows it turning without any effort. Yes I know there are two opposite RCS firing at same time, but even though those small units (compared to the main engines) should not have enough thrust to turn 1Kton mass at that rate. Hopefully this is something that will still be looked upon by designers. Anyway, I loved the WIP for this space game.
The Dreadnought Bastion, Leviathan Class
I really hope you guys implement nanite to the debris/ asteroids etc.
Instead of behemoth, how about The Barghest?
For the pirate ship name, what about the Tombstone? I guess it really depends on the name of the other classes though. Things like that usually revolve around a theme. Rapier, cutlass, broadsword, etc.
Just came across this
It looks awesome!
Is there a Marketplace where I can Wishlist it?
like Stream or Epic
3:53 Looks bulky, mean, with thick armor- Dreadnought class?
The algorithm brought me here... what game is this? (NEVERMIND, found the playlist of devlogs). This looks amazing and seems to have the perfect blend of Escape Velocity and FTL style combat that I've been dreaming about forever.
Do firing the guns push the ship in the opposite direction?
If only I could dock in SC this easily😂
Is this vengeance for Homeworld 3?
is there inertia? in the sense you dont need to put on your engines to move in a say speed. But you need them to accelerate o deaccelerate
Epic"
Nice to see something like that working on ue5, I've sort of gave up.... There where to many limitations I could not circunvent..... Turned out shifting to godot and ditching built in physics all together for the space mechanics, still wanna see a space game fully realized on ue5 graphics engine thow
Damn man, I haven't watched you since the BF Hardline days. You, Jackfrags, Matimo, Desertfox and xfactor? I'm sorry for not remembering his name. I remember when you did airsoft videos and why you stopped. You even did a short film for BF Hardline as well.
Now you are making a game? Man, times have changed. I look forward to this and any future games you might make.
Class names: Larger pirate: Solar, larger still: nebula largest: Galactic
You should check out starsector it's kinda similar to this.
ksp 3? nice!
this ship design is beautiful - I love industrial designs for that simplicity.
kinda want to 3d print that beauty. is this ship asset or your own creation?
Question. Why not module ships?
One major question for you. Will you be allowing me to play with a HOSAS because that setup is what I use for all my relevant space games. It's easy and intuitive for me as a pilot when needing to make manuevers
Also, if you need someone to think through Laws for your game, I know a lot of the US laws regarding Aviation. Not sure how deep you are going on this.
@@akudapapuaI personally want hosas support as well. I think it wouldn't be too hard since we have controllers working.
We plan to have comms and docking lines that stations will send to pilots to make it feel more real but if you have some good insight on this would love to hear it. If you wanted to drop some of that knowledge in the suggestions section on our discord we could chat about it there.
whats this game called? will wish list or buy now
Are you guys going to have controller support?
Name suggestions for the big pirate ship:
Mammoth Interstellar Logistics Freighter
Big Bad Wolf
Behemoth Bulk Carrier