update 2016-09:
Game and thread has been updated. Please follow me at “Interstellar: The Endless War”. Always interested in feedback in the Unity Forums!
/update
Everything is done in Unity, C#, Blender, Gimp, and Bfxr ← all free software. The models are derived from Shipyard V0.7 by greyoxide and heavily modified or are my own. I intend to use those as stand-ins until I can actually pay for better models. Also using Detonator package with small modifications at the moment.
Also, if anyone is interested in collaborating, PM me! http://forum.unity3d.com/threads/221005-Space-RTS-Strategic-Simulation-game-needs-your-help!
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2014-03-03
Working on the GUIs
2014-01-20
Random Planet generating being implemented. Check out the end of the thread for more details.
2014-01-20
Updated the strategic map to include a working camera (needs to be tweaked) but the camera follows selected planets/etc. Also selection of units and GUI feedback implemented along with a rudimentary menu showing some game options.
2014-01-05
Beginning development of the strategic map. 100+ stars were created each with up to 10 planets, and each planet with up to 5 moons. Everything is randomly generated. Including sizes, axial rotation, and orbiting speeds. Obviously nothing is textured yet, but those will be auto generated as well!
2013-01-29
Space superiority fighters (FtSS) attack a Battlecruiser (BC). Subsystems are specifically targeted and destroyed causing fires and eventual explosion. A convex mesh collider is being used on the BC. Particle emitters are used for fire effects. Still have a lot of work to do on basic collision avoidance for the moving ships.
2013-01-27
Simple scene setup to show rudimentary AI of fighter class ships. Space superiority fighters (FtSS) and Escort fighters (FtEsct) battle it out in between two Battlecruisers (BC) with two Cargo Freighters (FrC) nearby. Notice missle launches, muzzle flashes, target tracking, and veering behavior. Randomized target selection of top priority targets.
2013-11-18
Simple scene to show the relative sizes and speeds of the different ships in play. Ships in scene range from Battleships to fighter sized. Also a space station is in the scene.
To give a better idea of what I’m aiming for. The game will consist mainly of two parts.
Strategic:
The Real time Strategic side where you decide what ships you want to build, what you want to research, what star systems you want to explore. Colonize planets and setup space based economies. You will train your crews, build and manage military, assign officers, etc, etc. This part of the game will be much more GUI and Map based. I don’t want to call it like a 4X game cause I want the crews, officers, ships to feel like they have real meaning. So a ship may exist in use throughout the whole game (not become obsolete in the next 5 turns). The game won’t be “epic” in scope ie star ruler or Master of Orion. Technology won’t progress from “the wheel” to “black-hole generating super planet destroying weapons”.
The intention is to make it a true strategic game where choices matter more than just building 1000000 ships and destroying a planet. What assets you bring to bear and the training of the people under your command will be what matters.
Real Time battles:
The Battle side of the game will what the videos represent. Once your fleet arrives at a destination, the strategic side will pause allowing you to fight it out on the battle map (which will feel huge/vast although not huge number of ships). Your fleets (along with cargo ships/fuel ships/troop transports) will engage enemies, try to board and capture ships and stations. Your military will use drop ships and try to conquer planet-side stations. Ships will need to fueled/reloaded/repaired/towed away/scuttled etc. Crews will abandon ship and need to be rescued. Jump troops will try to board enemy ships and your fighters will try to shoot them out of the sky (I think I’m building this mechanic next
). Shooting at civilian transports or escape pods will be a war crime btw (hurt moral and hurt your population approval rating).
My goal is to make the game as realistic as possible but not tedious, so a lot of these things will be AI managed. (when your bombers are out of bombs, they will fly back to their motherships and re-arm. Your support ships will be automatically protected and maneuvered out of danger.) Each ship will have a role and each fleet will have objectives.
An example battle would be: Your fleet drops out of jump and your carriers immediatly launch escort fighters and patrol ships. A scout finds a mine field and begins to map a safe path around. An enemy patrol finds your scout and destroys it. You launch more scouts and patrols with heavy fighters trying to locate the enemy base while the enemy is trying to prevent you from encroaching, engaging in intermittent firefights. Finally you find the base. Your destroyers and battleships move at a fast speed to engage the base and destroy its capital ship support. But oops, you forgot to scout sector A-20, and now enemy cruisers are closing on your support ships and carriers. Do you press the attack? Retreat to defend your support ships? Order a general retreat and regrouping? If your admiral survives the battle, he probably won’t survive the court martial…
