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Helium Rain - A realistic space opera for PC

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  • #16
    We did that, and more ! Slate is hard to master but it does let us build some cool menus. Here is the games' navigation menu, for example.

    Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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    • #17
      Hi guys ! Here are some new stations and ships that we built for the game. Enjoy !





      Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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      • #18
        I like the 3D compositions. Its very detailed and complex and the texturing and UVs are top notch!

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        • #19
          Thanks ! We've also been working on menus :

          Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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          • #20
            Looks pretty great. I'm curious, what are you doing to make it feel like a space opera? There's a little je ne sais quoi required to capture that feel. I'm quite interested.
            Current Project: Shadow Over Isolation

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            • #21
              Originally posted by sbnewsom View Post
              Looks pretty great. I'm curious, what are you doing to make it feel like a space opera? There's a little je ne sais quoi required to capture that feel. I'm quite interested.
              Glad you asked !

              The realistic space opera line is self-contradicting, really. Star Wars for example is anything but realistic on pretty much every level (still awesome). We're two developers and we're both engineers, we love hard sci-fi, so we wanted to create a world based on actual physical constraints, and still keep the awesome of Star Wars or Battlestar Galactica. We simulate heat, cooling by thermal radiation, our guns fire smart shells, we have a Newtonian flight model and no sound coming from outside the ships. We stay in orbit around a single planet and we don't have time travelling, laser-firing spaceplanes.

              What we want to give the player is freedom to explore, or trade, or fight other factions, and a setting that makes it interesting. Games like X3 would let you build gigantic fleets of warships, but there wasn't really anything to do with it. So we're trying to build a world that gives you a lot to discover, doesn't try to destroy you when you're playing nice, gives you a challenge and a reward for fighting. We want the player to organize large battles on his own because he's following a plan, like in a Total War game, but we don't want to make that a vital necessity (like in a Total War game).

              TL;DR: What we really mean in realistic space opera is that it's a mashup of different game styles.
              Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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              • #22
                Today's news : we have a production system with the production and storage UI !

                Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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                • #23
                  Some news ! We're gearing up for Steam Greenlight in a few weeks. We're still working on trading and economy, and the art side is moving to station building. You're going to see more and more different stations in the future.

                  Here is one of the latest screenshots, directly from the game...

                  Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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                  • #24
                    Another day, another new ship to show off !

                    Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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                    • #25
                      this is looking great, love the style and menus so far, gives me a maxis vibe.

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                      • #26
                        Looks great! I have a couple of questions if you don't mind...

                        1. How long has this been in dev?
                        2. How do you handle AI navigation in 3 dimensions?

                        Thanks and keep up the great work!

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                        • #27
                          Always love space games and it's great to see such lovely ship models being built in Blender!

                          Like others said your Slate UI is really well done, that settings menu is amongst the best I've seen with UE4 to date. So you're not using any UMG at all in here? Great work in any case.



                          DoN’s Mesh Painting Plugin | DoN’s 3D Pathfinding System | DoN the Nature Game at Steam

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                          • #28
                            Thanks guys !

                            Originally posted by Brumsky View Post
                            1. How long has this been in dev?
                            We've been 18 months at this, with a team of two. It's going slow because there is so much stuff to do, but it's getting there.

                            Originally posted by Brumsky View Post
                            2. How do you handle AI navigation in 3 dimensions?
                            Well space is mostly empty so we base navigation on collision avoidance, not on pathfinding. Ships go were they have to (next dock, next target...) and avoid obstacles in the way. For every object, we compute potential trajectory intersections, and how far they are. If a trajectory intersection is near, we thrust in the direction opposite to the other object's trajectory. It's a basic algorithm, works well in 2D or 3D.

                            A complicated part was to handle the ship itself, since we have 20 to 30 individual thrusters on every ship - all contributing, all destructible.

                            Originally posted by VSZ View Post
                            Always love space games and it's great to see such lovely ship models being built in Blender!

                            Like others said your Slate UI is really well done, that settings menu is amongst the best I've seen with UE4 to date. So you're not using any UMG at all in here? Great work in any case.
                            Thanks ! No, we keep to Slate and C++. We're both C++ programmers at heart so Slate was fine, UMG didn't even exist when we started, and it's still not interesting for us today.
                            Last edited by Gwenn; 12-22-2015, 04:35 AM.
                            Helium Rain, a realistic space opera - Full C++ sources available - Steam Greenlight | /r/unrealengine

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                            • #29
                              Very interesting exploration experience.Keep up the good work and best wishes guys.
                              I f you don't know just ask!...

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                              • #30
                                I t looks like a Space gun. Awesome.Question: How do you use blender? I have blender but not know how to use it to change the model presented to me. Oh and is it the Pixar's Blender?

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