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Space Sim Framework [RELEASED]

Discussion in 'Assets and Asset Store' started by sincress, Feb 13, 2019.

  1. sincress

    sincress

    Joined:
    Sep 10, 2017
    Posts:
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    Greetings! The Space Sim Framework is finally ready for release, after 1.5 years of development. It is an all-encompassing, full feature arcade space sandbox shooter framework. It provides a base for building any type of a space shooter, with focuses on different areas such as tactical play, trading, exploration, combat and other.


    Please take a look at the playlist which documents the development process of a game from which this playlist was derived.

    DEVELOPMENT BLOGS

    Features:
    - Physics based flight model
    - Saving and loading using binary files
    - Sector editor and sector saving using binary files
    - Faction system with faction relations
    - Multiple ship ownership
    - AI with an intricate command system
    - Multiple types of weapons, including beam, projectile and missile weapons
    - AI controlled turrets with target prediction
    - User interface with a 3D heads up display
    - Ship cockpit support (interior view)
    - Ingame menu system with window menus
    - Fully keyboard or/and mouse controllable interface and controls
    - Full feature space stations with animated docks and cargo/ship/equipment dealers
    - Distinction between small craft (fighters) and capital ships (transports and warships)
    - Sector and universe maps accessible and interactable through menus
    - Sector editor with options for random sector generation (which could be done at runtime!)
    - Ship equipment such as energy boosters, additional armor and other
    - Jumpgates and a full-featured player persistence (autosave and autoload)
    - Player progression: experience, levels, kill counting, dynamic faction reputation
    - Asteroid fields and dynamic sectors easily expandable with other features
    - Modular design allows for decoupling of components and easy addition of new ones
    - Maintainable and scalable codebase



     
    Last edited: Apr 8, 2019
    Del-Gruth, HeadClot88, JFI66 and 2 others like this.
  2. Roachie

    Roachie

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    This looks amazing. Well done
     
    JFI66 and sincress like this.
  3. sincress

    sincress

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    Thank you so much :)
    The asset is pending approval!
     
    Mark_01 likes this.
  4. Mark_01

    Mark_01

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    Good luck, it does look great framework 100 %
     
  5. VermilionGames

    VermilionGames

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    Is there a playable demo?
     
  6. sincress

    sincress

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    Last edited: Feb 17, 2019
    VermilionGames likes this.
  7. TechSins

    TechSins

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    Will this ever have something like landing on planets and exploring a bit like No Man's Sky?
     
  8. sincress

    sincress

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    Sure it will! You just have to implement it ;)

    On a more serious note, that would be a bit too much for me to try to do alone. It's certainly possible, but not for me alone -I'll leave this to a studio or someone with more time on their hands.
    Planetary landing is a hefty feature and exploration is a bit easier, depending on what you wish to accomplish. It would be challenging to do in Unity to say the least.
     
  9. aubergine

    aubergine

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    Luckly there is a solution for planet landing and rendering other planetary bodies right here.
    You just have to change your flight code to accept a gravitational change when near planet magnetic field.
     
    Last edited: Aug 3, 2019
  10. sincress

    sincress

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    Lovely, that wouldnt be very complicated as my framework uses Unity rigidbodies without any special magic. But implementing it within individual sectors would be another difficult task.
     
  11. Gaming-ProjectDE

    Gaming-ProjectDE

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    Aug 27, 2015
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    Thats what i needed all the time !
    I had a little bit of strugle to get my first own sector into the game because sometimes im to stupid to read .
    Works great!
    Will there be Updates?
     
  12. RobCubed85

    RobCubed85

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    Mar 11, 2018
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    Any planned updates for this? Interested but 1.5 months since last developer response.
     
  13. sincress

    sincress

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    There will be updates if necessary for bugs or if there are any interesting feature requests. Please voice your opinions here, I do monitor this thread. For any bug reports please contact me on sincress@gmail.com as i will reply more quickly
     
  14. RobCubed85

    RobCubed85

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    Awesome, thank you! Just wanted to make sure it was supported before I gave it a shot. Honestly looks like a framework for an X3 game, out of curiosity is it inspired by the X series? Very cool.
     
    sincress likes this.
  15. sincress

    sincress

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    Yes! It's certainly supported and it was my main focus for the last 18 months. It was inspired both by X3 (and X2 The Threat) as well as by Freelancer, my two favourite space games. The main idea was mashing all of my favourite features of the two (minus the multiplayer, which would be too much for me alone) so here we are :)
     
    RobCubed85 and JFI66 like this.
  16. Gaming-ProjectDE

    Gaming-ProjectDE

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    Hey @sincress , i wanted to change the distance from were i can click on a Ship, station or asteroid to set it as target while flying but didnt find were to change the code. Can you help me out with this?
    Thanks :)
     
  17. sincress

    sincress

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    Take a look at the ShipPlayerInput.cs script and on line 150 you will find the CheckTargetSelection method. There you can modify the raycast distance. You also might want to make it a public variable and possibly change it in some situations.
     
    JFI66 likes this.
  18. Gaming-ProjectDE

    Gaming-ProjectDE

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    Great, thank you. That was one of the scripts i didnt checked yet.
     
  19. HeadClot88

    HeadClot88

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    What does the sector editor look like?

    Also consider providing a link to the asset store.
     
  20. sincress

    sincress

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    The sector editor is an editor window which enables you to save or load a sector from/into the SectorEditor scene. You can basically arrange the sector as you wish it to look like and then just save it. Also there's a randomize option which populates the sector with random entities.
     
    HeadClot88 likes this.
  21. assimoes

    assimoes

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    How large can a sector be? Does this handle Origin physics issues, or rather...does it have a Floating Origin System to prevent space jittering when going too far from the world origin?

    thanks!
     
    JFI66 likes this.
  22. sincress

    sincress

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    To be honest, I haven't really given this too much thought. The biggest sector I made was only around 10 000 units so I guess you'd have to add floating origin system if you need really massive sectors.
     
  23. GreyPWalker

    GreyPWalker

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    I would absolutely love to see a standalone VR-integrated version of this package.
     
  24. GreyPWalker

    GreyPWalker

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    I have a few questions that might require some longer answers...

    1) How difficult/seamless would it be to convert all of the menus into interactable world space UI's?

    2) I want all aspects of this to be supported by controller (i.e. manual movement of the navigation and menu cursors) is this currently supported?

    3) Are ship upgrade modules and grades of modules currently supported?

    As mentioned I am looking to convert this to a VR project for Quest and any advice in doing so would be appreciated!!
     
  25. GreyPWalker

    GreyPWalker

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    Just purchased the system and I love it. I'm running into a few big issues that I am not understanding. Pardon me, I am not a skilled programmer. I would really appreciate the help:

    1) The Jobs/Missions button freezes my unity and never recovers. This feature is unavailable to me for this reason and I really would love to use it. No errors to trace, unity just locks up and is unresponsive. I am on Macbook Pro, i3 8500, iris graphics. Latest final build of Unity.

    2) I have toggled the mesh renderers off of the default station model (bigstation) in order to replace it with my own mesh. However when i size or move the Mooring waypoints or docking waypoints, the ship will only pace around the waypoints in Auto-dock, and never finds the waypoints. What is the correct workflow for creating/modifying stations in this?
     
  26. sincress

    sincress

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    Hello,

    I'm glad to hear you enjoy the asset. Regarding your questions:

    1) If Unity freezes, there could be a few things that went wrong such as an infinite loop somewhere in code, or a stack overflow. Without your specific usecase I can't reproduce the issue, but you can try debugging that piece of code which seems to cause the issue - either in the mission menu or in one of the mission classes.

    2) Size of the mooring waypoints doesn't matter. The docking autopilot looks for a sequence of waypoints which ensures the ship enters the mooring collider properly - check out the station docking script and you will see a list of waypoints referenced.

    I hope this helps you!
     
  27. GreyPWalker

    GreyPWalker

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    Hi Sincress-
    Thank you so much for your time. How can I fix the sell window not exitting after I sell something? Right now I am able to break it and gain infinite money.
     
  28. sincress

    sincress

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    When opening a new dialog window, close all existing ones :)
    Just remove the subMenus
     
  29. GreyPWalker

    GreyPWalker

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    I'm a pure beginner so this is a learning project for me. I am unable to fix scripts errors for the most part.

    It would be very appreciated if for the next release there were several fixes for the UI portion of this. Out of the box the UI system is great but has a few bugs.

    • The submenus should close when needed. The store window will not close after unmounting a weapon, selling it and mounting a new weapon.

    • I wish that globally ESC would always close all UI or if docked return to dock menu. A video tutorial on the sector system would be appreciated.

    • A video tutorial on managing how and when and how many missions are spawned and where to configure that would be appreciated - Right now for me I am struggling to understand how factions control that.

    • Jumpgates for new scenes (retaining player/ship data on scene load) would be a welcome option.

    • During in-engine runtime, the jobs window completely freezes the game only if there is a job available. This does not happen in a build.