Creating a space sim game

Hi everyone !

I have been thinking about starting a first project with unity3D and i was thinking about doing an open space sim game, smth like star citizen. I think that this could be a a successful project.

Hey, just kidding.
I really want to create space sim, but i understand that it toooooo(o) complex project for me, so i want to create somthing simple like:
-NO open world
-NO big distances
-NO multiplayer
-NO AI
-etc.
I started with searching for some tutorials on this theme, but all i found was pretty outdated(2-3 years., maybe i am worng and it’s okay)
Can anyone provide some recomended tutorials to start with?
Maybe some books?
Thanks in advance.
Sorry if i posted it in worng sub-forum.

Try the 2D space shooter then add a third dimension to the controls and move the camera to a cockpit view.

Should get you started.

There was also a vehicle’s assets pack in the drop down assets menu you can use, which had airplanes/jets in it and is fun to play with.

It’s very easy just have fun as you go.

Here’s one I made a while ago…

Have fun

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Hey, it’s looks pretty amazing,
Thanks, i will start from it.

You want to narrow down your scope first. Space Sim is an incredibly broad category. Kerball Space Program, High Frontier, Spore, AI Wars, Asteroids and No Man’s Sky can all be described as Space Sims. Yet they are all vastly different games. And require quite different techniques to build.

So what game are you trying to build?

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BoredMormon,
You know, now i understand, that when i started this theme, i didn’t knew what i wanted to do.
But now i am sure that i need more time to work on tutorials, get more base knowledge. Only after that i will start smth my own.

So no game for some time. Firstly more knowledge.

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That’s a smart approach. I would suggest the learn section first. Then make a variety of small clones of simple games on your own. Once you have Unity and C# down, you can move on to your dream games.

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Now that you’ve reached that realisation, it’s perfectly ok to do your learning by making a game. You’re ready to accept that it won’t be perfect and that the purpose is the learning rather than the output, so you’ve armed yourself with a great attitude. With that, having something specific in mind to build can really help some people to direct their learning.

6 Likes

Space games are my favourite thing, and I’ve spent quite a lot of time working on various prototypes. In fact I’m also working on a starter kit as you can see in my sig, as well as a WIP game of my own.

If you’re just starting out, I would simply start off by making a game environment of 5km radius and trying to get basic movement going. Then once you have something fun there, add weapons and a target. And so on.

If you have any particular questions, I will do my best to answer :slight_smile:

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OK Quick 7 step guide to a fun little “space sim” style prototype in Unity, just for fun!

1, Start New Project
2, Add vehicles assets->import package->vehicles
3, Add camera assets->import package->cameras
4, Drag and drop AircraftJet prefab from standard assets / vehicles / aircraft / prefabs
5, Drag and drop MultipurposeCameraRig from standard assets / cameras / prefabs
6, Delete MainCamera
7, Click Play and Have Fun

What do you mean you want laser blasters, missiles, enemies, asteroids, a radar, HUD and a score???

Not in space, go find a space skybox, hint asset store free!

Try the learning section for most of the above or at least tutorials that will help you learn to do most of the above.

Hint check out fun free Sci-fi stuff on the asset store!

1 Like

Guys thanks you all.

Arowx, i started tutrorial, you sent me, to know basic things, than i will try to do all for myself.

I still think that good idea to start from tutorals)

Totally.

What @angrypenguin was trying to say is you can choose tutorials that relate to your desired end product. If your end game is a space ship simulator, you probably don’t need to bother with tutorials on designing a FPS controller.

2 Likes

Oh, misunderstanding, then i agree with @angrypenguin , so thanks to him too)

If you have the art talents for it, then take a look at screen shots from Wing Commander 2 (Chris Roberts game). They gave a view from inside a cock pit view. This was before it was decided by game designers that players would rather see no cock pit view, and hud only.

Good luck!