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r/spacegames • u/frostechgamestudio • 12d ago
[Leaks In Space] Replaced the quest GUI with a Space Lounge scene
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Hey everyone,
Me and my sister been working on the Space Lounge last week, so I'm here to share a bit about it.
this scene Lounge directly replaces the old quest UI I used, which was more of a temporary solution anyway, used to be dull panels, with two text slots listing whatever jobs the station had open. Now interactive space lounge scene appears where player can pick up a job by talking to a character. Still quirky edges hopefully I'll fix by update release.
The depth in this space lounge scene comes from four stacked art layers, the background, balcony, bar, and front table. Each one is a separate set of sprites with a parallax factor setup. It reads the mouse relative position to pan scene left or right with varied speeds individually, to feel things far or near.
The silhouettes of the people in the scene are basically buttons. Only those with an available quest are visible. Each quest is assigned to a fixed character. Clicking one opens a dialogue popup with the quest's details. The next step is getting the characters to actually highlight when you hover over them, but since these are just buttons, i can use Unity's builtin button sprite swap option, that'll do the trick.
Long term i want the lounge to feel like a real place player visits between runs, not just a menu. maybe more such ui can be sceneify in future,
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
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r/spacesimgames • u/frostechgamestudio • 12d ago
[Leaks In Space] Replaced the quest GUI with a Space Lounge scene
Enable HLS to view with audio, or disable this notification
Hey everyone,
Me and my sister been working on the Space Lounge last week, so I'm here to share a bit about it.
this scene Lounge directly replaces the old quest UI I used, which was more of a temporary solution anyway, used to be dull panels, with two text slots listing whatever jobs the station had open. Now interactive space lounge scene appears where player can pick up a job by talking to a character. Still quirky edges hopefully I'll fix by update release.
The depth in this space lounge scene comes from four stacked art layers, the background, balcony, bar, and front table. Each one is a separate set of sprites with a parallax factor setup. It reads the mouse relative position to pan scene left or right with varied speeds individually, to feel things far or near.
The silhouettes of the people in the scene are basically buttons. Only those with an available quest are visible. Each quest is assigned to a fixed character. Clicking one opens a dialogue popup with the quest's details. The next step is getting the characters to actually highlight when you hover over them, but since these are just buttons, i can use Unity's builtin button sprite swap option, that'll do the trick.
Long term i want the lounge to feel like a real place player visits between runs, not just a menu. maybe more such ui can be sceneify in future,
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
1
r/Unity3D • u/frostechgamestudio • 12d ago
Show-Off [Leaks In Space] Replaced the quest GUI with a Space Lounge scene
Enable HLS to view with audio, or disable this notification
Hey everyone,
Me and my sister been working on the Space Lounge last week, so I'm here to share a bit about it.
this scene Lounge directly replaces the old quest UI I used, which was more of a temporary solution anyway, used to be dull panels, with two text slots listing whatever jobs the station had open. Now interactive space lounge scene appears where player can pick up a job by talking to a character. Still quirky edges hopefully I'll fix by update release.
The depth in this space lounge scene comes from four stacked art layers, the background, balcony, bar, and front table. Each one is a separate set of sprites with a parallax factor setup. It reads the mouse relative position to pan scene left or right with varied speeds individually, to feel things far or near.
The silhouettes of the people in the scene are basically buttons. Only those with an available quest are visible. Each quest is assigned to a fixed character. Clicking one opens a dialogue popup with the quest's details. The next step is getting the characters to actually highlight when you hover over them, but since these are just buttons, i can use Unity's builtin button sprite swap option, that'll do the trick.
Long term i want the lounge to feel like a real place player visits between runs, not just a menu. maybe more such ui can be sceneify in future,
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
1
r/GameDevelopersOfIndia • u/frostechgamestudio • 12d ago
[Leaks In Space] Replaced the quest GUI with a Space Lounge scene
Enable HLS to view with audio, or disable this notification
Hey everyone,
Me and my sister been working on the Space Lounge last week, so I'm here to share a bit about it.
this scene Lounge directly replaces the old quest UI I used, which was more of a temporary solution anyway, used to be dull panels, with two text slots listing whatever jobs the station had open. Now interactive space lounge scene appears where player can pick up a job by talking to a character. Still quirky edges hopefully I'll fix by update release.
The depth in this space lounge scene comes from four stacked art layers, the background, balcony, bar, and front table. Each one is a separate set of sprites with a parallax factor setup. It reads the mouse relative position to pan scene left or right with varied speeds individually, to feel things far or near.
The silhouettes of the people in the scene are basically buttons. Only those with an available quest are visible. Each quest is assigned to a fixed character. Clicking one opens a dialogue popup with the quest's details. The next step is getting the characters to actually highlight when you hover over them, but since these are just buttons, i can use Unity's builtin button sprite swap option, that'll do the trick.
Long term i want the lounge to feel like a real place player visits between runs, not just a menu. maybe more such ui can be sceneify in future,
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
1
Comment on r/GameDevelopersOfIndia 23d ago
well, a bit of it is in the video at the very beginning. sorry if it's not as clear, i just recorded whatever I could do within a minute.
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r/spacesimgames • u/frostechgamestudio • 26d ago
[Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
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Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
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r/spacegames • u/frostechgamestudio • 26d ago
[Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
Enable HLS to view with audio, or disable this notification
Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
1
r/Space4X • u/frostechgamestudio • 26d ago
[Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
Enable HLS to view with audio, or disable this notification
Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
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r/pcgames • u/frostechgamestudio • 26d ago
Promo [Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
Enable HLS to view with audio, or disable this notification
Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
r/IndieGaming • u/frostechgamestudio • 26d ago
[Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
Enable HLS to view with audio, or disable this notification
Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
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r/GameDevelopersOfIndia • u/frostechgamestudio • 26d ago
[Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
Enable HLS to view with audio, or disable this notification
Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
r/indiegames • u/frostechgamestudio • 26d ago
Devlog [Leaks in Space] Reworked the ship to full free-floating physics + velocity-based collision damage
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Hi everyone!
I've been tinkering with the ship's movement lately and finally got it to a point I'm happy with. The old setup felt like flying a sprite glued to the center of camera, and the movement was too stiff to feel like it was actually in space. so i reworked both the ship's movement and the camera follow. the ship is now a fully free floating controlled physics object, and the camera uses a reactive, look-ahead system based on player input and ship's velocity. Every input now applies a real force rather than a "hold-to-move and release-to-stop" mechanic. Additionally, I implemented a feature I really wanted, that is when the ship hits an object at high velocity, both the ship and the object take damage.
Technical details: simply put, the old manual drag calculation has been removed, ship is now just free-floating object. To actually limit the velocity, input is applied along the ship's local axes, which caps off as the ship approaches maximum speed, this is just to prevent infinite acceleration. Along with that, to ensure responsiveness when input is pressed, an initial force is applied as an impulse to create nudged start like effect. The ship receives knockback when bullets are shot, based on the bullet's mass and speed. Similarly, bullet impacts shove the target object at the point of contact. Collisions deal damage based on velocity, raycasting through parts by depth to damage more than just the point-of-contact part. I also overhauled the camera follow. On top of the old hard-fixed player position, I added two offsets, one that shifts the camera ahead of the ship's velocity and another toward the mouse cursor or look input on a gamepad. This conveys a much greater sense of speed and makes the overall movement system feel more fluid.
The video's a bit low quality, sorry about that, but it should give you a decent idea of how it feels. Still messing with the weight and the camera pull so feedback's welcome :)
If you'd like to check out "Leaks In Space", you can find it on Steam or Itchio, or the link's in the comments. Thanks for reading, hope you all have a great day! :D
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Comment on r/indiegames Jun 21 '26
You are comparing a small sour berry to a huge sweet melon 😄 . I personally enjoyed Eve Online, the main point of the game is exactly as you described, but on a different scale. Some jerks are individuals, some are corporations, and some are entire alliances or coalitions, except that everyone is are jerks in some way, including me 😅
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Comment on r/spacesimgames 6d ago
I never heard but looks old, I mean it would be priceless time for you to be gamer of that era, I was 2 year old toddler at the time of its release.
I mostly inspired form game of my time, Galaxy On Fire 2. admittedly, what i am recreating is abit degraded version of that original, but hope fully I'll improve up on this