Sit back and relax with Dan while he works on Starship Simulator. Did you miss out on our Kickstarter? Fret not! You can still pick up our most popular reward tiers here: ko-fi.com/starshipsimulator/shop Music credits: Lofi Geek
Пікірлер: 10
@cyberstar25116 күн бұрын
i think it be a smart idea to add in bulkheads for sections open to space.
@zakaria2006214 күн бұрын
I was in architecture field and i switch to game industry lately. find sketchup is underrated , and i believe sketchup probably more fast modeling tools for architecture blockout or gray box phase
@devinhorner23584 күн бұрын
Maybe someone suggested it already bit maybe deck/overhead instead of floor/ceiling? Having another F in the panel code could be confusing with F for Forward quadrant. Just a thought
@fauxtrot201017 күн бұрын
I like the idea for wall panel replacements: Like a self fabricating wall panel. It might also make sense to make it a little more futuristic/techy and make have a material cost per panel section (Calculated by some dimensions already available on the wall section). When a player wants to remove a section of wall, they reclaim the panel into a condensate matrix (a tool which would have aa physical container for the material of the wall) and when the repair is finished they replace the material from the matrix into the section. It might require you to have a physical representation of the object, but I'm not a game developer. In theory, you could have one object that contains all the material required for your wall (maybe per deck), and each wall panel draws off that material container to determine what to display and what state it is in. (Damaged wall composite material may give the actual panel a degraded visual state, necessitating replacement to restore to desired look and function). Anyway, I paused the video to write all this so maybe you've already come up with something cooler or more efficient. Keep up the great work!
@fauxtrot201017 күн бұрын
As far as git vs. subversion: I despise with a burning passion subversion. Granted, most of my development work is actual code or text files. I understand working with blobs can be a nightmare. However, doing any sort of merge on a given file would require the proper diff/merge viewer to do perform the merge based on how your team operates. As far as git is concerned, the 'gitflow' strategy has always been my goto for teams of varying sizes. Again, there may be best practices beyond Enterprise app development, but if you work a lot with binary files, communication is key and having ownership of a given asset helps a lot to avoid lost or redundant work.
@fauxtrot201017 күн бұрын
Those templates you’re using for your floors: I thought those were giant racks for something like isolinear chips. Like the middle cylinder on c deck was a computer core and those things could slide/swing out for maintenance.
@Kiwi_Dave16 күн бұрын
Absolutely amazing what has been achieved so far, but this ship design is the wrong approach.
@Kelly_Jane16 күн бұрын
Care to elaborate?
@Kiwi_Dave16 күн бұрын
@@Kelly_Jane Simple it should be a modular design like the Caterpillar from Star Citizen. Depending on the mission players can add or remove modules as required. SC ships are amazing but especially the Cat. robertsspaceindustries.com/media/2lxuyk90h9qupr/source/Carterpillar_brochure.pdf
@Kelly_Jane16 күн бұрын
@@Kiwi_DaveThis game has rather a bit more to consider with the ship design. Making the thing moduler is a whole other level of complexity when considering things like electrical connections, and physical pipe-work. Maybe for one of the future DLCs... I know the third one they got planned is meant to be all about building yourself up from a just a dinky little sub-light speed trading vessel...