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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:
    10
    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.
     
  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.