An example of the door panels in the game, and how they can be used to control the individual door behaviour. The panels will vary depending on the type of door, with features added and removed as required.
with the level of design complexity, I can't wait until they start laying out the pattern buffers and Hysenburg compensators, the flux capacitors, not to mention all the "self-sealing stem bolts". lol, the mind boggles at everything that will need to be laid out as an "as-built CAD drawing. As a retired "as-built" draftsman (The Perry Nuclear Power Plant in Perry, Ohio) I approve and only wish I was involved in this project.
from the door design, to the outer doorway, to the wood area, to everything about this i absolutely love the design. I'd prefer a lighter and possibly more saturated wood tho. it being dark like this isn't very lively.
If you look at the end there, when you hit the privacy button it makes the glass go blurry. The effect is a bit weak right now, it needs to be increased somewhat so it obscures the view more.
super cool feature. however, that keypad typing with the mouse seems pretty tedious. any chance that you could simultaneously use the numbers on your keyboard when aiming at the display? if not that, maybe some sort of pointer precision could be enabled when you look at it. cheers from a fellow dev, looking superb!!!
I'm not really up to date with everything in your project @Starship Simulator . But another approach could be temporarily lowering the mouse sensitivity. Either when you enter the keypad area on the screen, perhaps after first clicking a button (so you know the player is actually engaging with the keypad). Or by integrating it to the F button you mentioned.
I wonder why two separate buttons for Open and Close? If it is just a two state switch, why not use only a single button that changes its label? The same might be for Lock/Unlock button.
They are quite rapid, but they're actually timed to open in front of a jogging player without them bumping into the doors mid way. This isn't necessary of course, it's just to help make getting around the ship a little smoother.
I just found out about this game. Will it have science and exploration? Most games are just about fighting and trading. I want to find interesting planets, stars, black holes, ship wrecks, aliens, scan stuff and do one thing no space game ever has even though it would be vital for a real science ship exploring the galaxy: experiments I wish there was a game where I could take probes, look at them under the miscroscope, analyse artifacts and so on. Making science and exploration the core of the game like starfleet would.
Yes, in fact science and exploration are the main point of the game. Combat will largely be the result of bad decisions made while exploring. We have a 1:1 scale galaxy to explore which is built using real world astrophysics, and fleshing out that galaxy with life and interesting discoveries is one of our top priorities. Performing science on alien flora/fauna/artifacts/minerals will be the main way of skilling up your ship's science team, which in turn is needed for the proper analysis of any alien technology you might discover. Without enough skill, your science team won't be able to identify what the object is, or how it might be used on your own ship. Or, for example whether or not that alien plant you just discovered is edible or poisonous. The initial implementation of this gameplay will likely be "place the object on a plate while a scanning beam dances around it", but that's something we'll work on over time.
@@StarshipSimulator Sounds like a great game! What I always wanted to see some microscope mechanic but it still sounds interesting. Looking forward to it!
The panel should show extra smudges on certain numbers. :D
I would go nuts for this in VR!!!!
VR will be coming :)
@@StarshipSimulator That's great! Just please don't require VR.
It'll be a separate build :) @@fredashay
@@StarshipSimulator It would be steam vr not vr store?
Hi, I found you in the comments of "Lost Relic Games" YT Channel and I must say your videos are really impressive!
Thanks! :)
you just know that after a few drinks on the ship someone would be mooning the people in that conference room! 🤣
with the level of design complexity, I can't wait until they start laying out the pattern buffers and Hysenburg compensators, the flux capacitors, not to mention all the "self-sealing stem bolts". lol, the mind boggles at everything that will need to be laid out as an "as-built CAD drawing. As a retired "as-built" draftsman (The Perry Nuclear Power Plant in Perry, Ohio) I approve and only wish I was involved in this project.
from the door design, to the outer doorway, to the wood area, to everything about this i absolutely love the design. I'd prefer a lighter and possibly more saturated wood tho. it being dark like this isn't very lively.
The ship is customisable, so you'll be able to change it to your liking :)
Hey I'm just fangirling the cool wood panel look here. Really dig this design aesthetic, and the way it meshes into the floor.
Damn it. Change the combination on my luggage!
Amazing, that's the same combination I have on my luggage!
Any chance of a privacy screen? Maybe the opacity of the door changing when the room is locked?
If you look at the end there, when you hit the privacy button it makes the glass go blurry. The effect is a bit weak right now, it needs to be increased somewhat so it obscures the view more.
@@StarshipSimulator The door's opacity should be nearly full.
I gotta admit, I was expecting the glass to turn black rather than blurry for privacy. Kinda like in the bank level of hitman 3.
super cool feature. however, that keypad typing with the mouse seems pretty tedious. any chance that you could simultaneously use the numbers on your keyboard when aiming at the display? if not that, maybe some sort of pointer precision could be enabled when you look at it. cheers from a fellow dev, looking superb!!!
You can actually hold F to use the mouse pointer on the screen, which locks the camera in place and zooms in a bit to make it easier :)
oh of course you can. you guys are the best!
I'm not really up to date with everything in your project @Starship Simulator . But another approach could be temporarily lowering the mouse sensitivity.
Either when you enter the keypad area on the screen, perhaps after first clicking a button (so you know the player is actually engaging with the keypad). Or by integrating it to the F button you mentioned.
So thorought in a simple door's details, what will be the final product ? Can't believe it :D
why would you blur the screen for privacy? when you could more easily turn the glass in the door opaque something ntha can actually do now.
I wonder why two separate buttons for Open and Close? If it is just a two state switch, why not use only a single button that changes its label? The same might be for Lock/Unlock button.
@Starship Simulator Is it possible to play the game at this point in time?
At the moment our Patreon backers are our alpha testers but we will have a demo out very soon :)
What happens if you don't play the game for a while and forget your access codes?
0000 is the override code :D
I like the sound of the doors, but IMO, they move too fast.
They are quite rapid, but they're actually timed to open in front of a jogging player without them bumping into the doors mid way. This isn't necessary of course, it's just to help make getting around the ship a little smoother.
I just found out about this game. Will it have science and exploration? Most games are just about fighting and trading. I want to find interesting planets, stars, black holes, ship wrecks, aliens, scan stuff and do one thing no space game ever has even though it would be vital for a real science ship exploring the galaxy: experiments
I wish there was a game where I could take probes, look at them under the miscroscope, analyse artifacts and so on. Making science and exploration the core of the game like starfleet would.
Yes, in fact science and exploration are the main point of the game. Combat will largely be the result of bad decisions made while exploring. We have a 1:1 scale galaxy to explore which is built using real world astrophysics, and fleshing out that galaxy with life and interesting discoveries is one of our top priorities.
Performing science on alien flora/fauna/artifacts/minerals will be the main way of skilling up your ship's science team, which in turn is needed for the proper analysis of any alien technology you might discover. Without enough skill, your science team won't be able to identify what the object is, or how it might be used on your own ship. Or, for example whether or not that alien plant you just discovered is edible or poisonous.
The initial implementation of this gameplay will likely be "place the object on a plate while a scanning beam dances around it", but that's something we'll work on over time.
@@StarshipSimulator Sounds like a great game! What I always wanted to see some microscope mechanic but it still sounds interesting. Looking forward to it!