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Deep Space Settlement
 
 
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Platforms: PC
Languages: English
Posted
Updated
Jul 7, 2014 @ 7:23pm
Aug 1, 2014 @ 12:54pm
Recent Announcements View All (11)
July Update
Programming
This month I finished the new save game serialization code and ran some tests to validate the data. Tests are basically to save the game in memory every frame so it can catch any bugs that might happen. I feel much more confident now with this system, if something goes wrong it will let me know instead of silently failing like it was doing before. So that’s good :)

One other thing that is bugging me is the 3D controls to navigate and pick positions in space. I’m using a main grid plane from which all camera movement and point picking are done. This grid can be moved up or down to pick position outside the origin plane. That’s great but it can get tedious to pick a position close to an object out of that plane, like an asteroid for instance. So I’m now working on locking a local grid plane when hovering the mouse over an object that would overload the main grid. I’m hoping with these 2 schemes it will cover 99% of use cases. We’ll see how players react to these settings.

Here’s what the main grid plane looks like, the faded one is the origin plane.


Art

Last month we left off with the body/core of the drone completed. As a reminder, you can check it out here in 3D: https://sketchfab.com/models/f2d5c3fd5c094ad790fdf20a0c8ca19f


To complete a drone, you’d have to add at least a tail, which adds engines. Furthermore you probably want to add a nose as well, without which a drone would be of little use(but likely not completely useless either).

For now, there’s a mining nose and a repair nose.




You can check both of them out in 3D as well: Mining Drone[sketchfab.com] and Repair Drone[sketchfab.com].

Also, as a bonus, here’s the Mining Drone without it’s cargo box. It probably won’t show up like this in the game, but it was simple enough to do and who knows.


While building the mining front, I wanted to emphasize how small the drone is. I did so by playing up the cargo size in relation. This is also why I chose to place the cargo box on the underside, as it further suggests heaviness to our gravity accustomed minds.
This way it’s also very reminiscent of a beetle or bumblebee, which I thought was very fitting.

With the drones being done (for now), I turned my attention to corvettes, as Stephanie wants more diversity, more design options. It’s the first time i’m going back to a previously created asset and it is a lot of fun.
With most assets so far it’s been all about blocking out the bare essentials, getting the minimum amount of components you would need, but the plan for all assets has always been - and likely will keep being for the foreseeable future - to add more components to everything. More stuff to play with for the player.

I did some quick sketching to get some ideas out, focusing on different silhouettes for the most part.


It’s pretty interesting how much the appearance of the corvette can change, by choosing different sides. For instance, look at this one:


And compare it to this one:


Of course, the prettiest corvettes will always be those with mirrored sides :)

Note, that the last one has small engines embedded into the sides. So far engines have only been a separate component to be added to the tail section of corvettes.
But due to the nature and flexibility of DSS’s unit design, any component can get any property. So a wing can contribute propulsion, if you want(as a modder). And so could a nose, for that matter.

This final image is pretty much where I left of this month. It shows the first of the new noses, which looks like it might have some kind of sensor capability :)

June Update
Programming (Stephanie)

I’ve been writing the “reflection” code to implement the save game mechanic and I’m very satisfied with the result. Here’s a taste of what I can do with it:


This is the output of the memory used by a class called “gm::MetaComponentCfg” (the configuration of a ship component) with all its members, where they are in memory and what value they currently have. Knowing this structure make it possible to serialize the data into a file automatically.

Now that it’s working properly, I must unify the system throughout the engine and the mod API. Prior to this I was using a slightly different serialization mechanic in engine and mod API, I’m really happy to remove all this ugly code and replace it with the new and improved system but it’s a lot of monkey work.


Art (Mathias)


June started out with me working on turrets and a turret platform for the enemy nexus. Stylistically it’s the same as the nexus itself: a light/dark value duality. The platform has sockets for 4 turrets and each turret comes with 3 barrels. When attached to the Nexus, these turrets will be “size 4”, which is one size bigger( 250%) than the turrets on the human turret station, colony ship or cruiser.



Once I had finished the turrets I went back to the Nexus model. I had proposed to Stephanie to turn the model into a wreck to get more use out of it. The idea is to have it be another object the player can find and research and perhaps scavenge.
Wrecks are also a great opportunity for storytelling, as you could find recordings or messages in them.

Anyway, I took the model, turned off the lights re-positioned and re-oriented elements and added a lot of smaller wreck parts from the ship wreck I did maybe 2 years ago. This is the result in-game:











Also, here’s a turntable, from the DSS model viewer(so technically also in-game).

https://gfycat.com/GlaringEvenHake


I then turned my attention towards drones.
Drones are the smallest unit and with ~10m in length about 1/3 the size of corvettes. They are structurally simpler than corvettes too. They are built from 3 pieces: a body/core a front with integrated tools or weapons and a tail with integrated engine(s).

I had campaigned for them for a while, as I think they are essential for the FP. The idea is to be able to produce them immediately once you’ve build your first colony station(maybe after some research though) - unlike corvettes, for which you need to build a shipyard, which in turn requires factories, refineries and perhaps a lab station.

There’s gonna be 2 types of drones for now: mining/transport drones and repair drones. I’m hoping to do attack drones later :)

The purpose of the mining/transport drones is to get the economy going, increase your mining, accelerate the logistics etc. at least until you can do the same(and do it better) using corvettes.


Here’s the repair drone at the left and the mining drone at the right.




Both of these are built already and i’ve just started texturing. Below is the central body/core.

Description


Deep Space Settlement[dss.stephanierct.com] is a real-time strategy game focused on empire building and grand-scale space battles. It is currently in development.

Story
You are part of a multi-generational mission to colonize distant regions of space. Your journey brings you to a star cluster rich in resources and lightly populated. Or so it seems. Your goal is clear: setup a space settlement and thrive. Whether you choose to make allies or conquer through supremacy is up to you.

Features:
  • Build your interstellar empire
  • Gather and convert resources to power your empire's economy
  • Trade resources between star-systems, players and NPCs
  • Random events, RPG style
  • Customizable ships and stations
  • Build giant capital ships supported by an armada of smaller, more maneuverable ships
  • Create fleets
  • Unlock new technologies
  • Unlock new ship abilities through an XP system
  • Defend from invaders and conquer new star systems
  • Single- and Multiplayer
  • Story and sandbox mode
  • High modding capabilities, access, change or replace game content through XML and game logic through the API

Who is behind this?
Deep Space Settlement has been in development by a tiny indie team for 3 years.
After having worked for 6 years in AAA game development, Stéphanie Rancourt has founded Escape Velocity Studios, seeking more independence and more creative freedom.

Doing all game design and programming she has help from Mathias Koehler, an Industrial Designer focusing on Entertainment Design Spaceships and everything else art related.

Our aim is to bring to you the best 4X RTS experience we possibly can, while staying independent and connecting directly with players. We love space and making games, so this is about creating our and perhaps your dream game.
DSS is built from the ground up on a custom engine populated with all original content, which allows us to provide very deep modding support from the get-go.

Support us!
If you like what you see, the best way to help us is by pre-ordering DSS[dss.stephanierct.com] and by sharing anything about the game with your friends. Thank you!

Find us
Website[www.deepspacesettlement.com]
Forum[www.stephanierct.com]
IndieDB
Twitter
Popular Discussions View All (24)
53
Jul 10 @ 9:29pm
Russian Language
Don't scare I'm pro! Pro noob!
6
May 4 @ 9:59pm
First Playable should have been released at January 2015. May 2015 already here.
WarStalkeR
24
Aug 25, 2014 @ 3:09pm
Mac OS X Support?
xtr5000
1,078 Comments
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Premier_Molotov Jun 18 @ 8:39pm 
Hey just wondering if there's a ballpark figure in terms of time to Early Access. Looks really good so far. Also if you need more funding I'd definitely do a kickstarter or indiegogo, with a product that already looks this good you'd most likely make your goal.
as said below. i dont see any reason why you couldnt do a kickstarter...this game would get the funding no problem....
WarStalkeR Apr 9 @ 11:57pm 
When the alpha comes out (it's already past 9 month since preorder)? All your twitter posts make me horribly drool and dream about DSS during sleep. Please don't torture me this horribly! What will you do, if I will die from deficit of DSS in my blood? :D
BioshockFreak (da vizard) Mar 25 @ 5:30pm 
congrats on making such a good game! I hope it gets greenlighted! Such promising trailers!
Mathias  [author] Mar 4 @ 11:47pm 
Just server maintenance work/temporary downtime. All good.
Nacon Mar 4 @ 10:24pm 
Is it me or their website gone? What happened?
Dwarden Feb 25 @ 4:38am 
looks very neat and promising, best luck with Greenlight
mmmcheesywaffles Feb 20 @ 3:48pm 
I love the artwork. Looking forward to more.
rschmitz Feb 20 @ 2:44pm 
Cannot access any of the givven webpages whats going on ?
zerwas.blood Feb 14 @ 8:46am 
looks fantastic and as i like to support them, i preordered this amazing looking game :)