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Astro Gravity Space RPG Engine

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#1 Ground Effect

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Posted 02 January 2015 - 04:18 PM

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Marketplace Link

Price: $10

Download the Demo Here

 

Online documentation is available here!

 

This game engine procedurally creates an entire galaxy down to the nebula and planetary details. Includes realistic gravity between unlimited objects, and a healthy variety of special effects.

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Current Features
 
* Draw your own morphing spaceship and then fly it!
* Procedural galaxies, complete with awesome zoom-out GUI map
* Procedural stars, planets, moons, comets, and asteroids
* Layered and Segmented Shields
* Procedural Music System (Beta)
* Procedural (fractal) space stations!
* Circular Path-based Destructible terrain
* Invisibility Cloak, Stealth/Radar and Visibility/Optics
* Load .csv spreadsheets from excel!
* Auto-adjust the game to match screen resolution
* Polygon charts (such as triangle graphs) to display stats for objects
* Epic Procedural Lightning
* Object assemble from pixels
* Gravity between unlimited objects with particle visualization
* Unique space ship trail effect
* Screen shake on weapons fire
* Particle star field
* Shock Glass Distortion Effects
* Fire System
* Portals
* Main Menu GUI
* Minimap
 
Upcoming Features
 
* Layered and segmented armor! - ETA < 1 month
* Touch Controls for Tablets - ETA < 1 month
* Land on planets and moons and build/explore! - ETA < 4 months
* Procedural plants and animals - ETA < 1 month for plants, 4 months for animals
* Multiplayer functionality - ETA < 6 months
* Procedural alien cultures and planet backstories - ETA < 3 months

Edited by Ground Effect, 11 August 2015 - 03:30 PM.

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#2 GameGoblin

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Posted 03 January 2015 - 12:34 PM

Nice work, mainly of the effects and the gravity. They look so realistic that I can't... I don't have any words.. Keep up the good work and keep making such good stuff. 9/10 for bravo factor. You make good stuff that's why I bought it with your another package 'engery shields'. ;)
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#3 eyezik

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Posted 03 January 2015 - 09:43 PM

this is all the info youre going to give here?  sorry but not enough time to run around. looks nice, but more details here would be nice too..


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#4 Ground Effect

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Posted 04 January 2015 - 12:29 AM

Thank you for the positive feedback! I have added more details, and a direct link to the demo.

 

I encourage you to visit the marketplace page, where there is even more info, and leave ratings and reviews there as well.


Edited by Ground Effect, 04 January 2015 - 12:39 AM.

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#5 mnuriev

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Posted 17 January 2015 - 07:29 PM

very nice, bought it immediately)


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#6 xnakax

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Posted 03 March 2015 - 06:11 PM

What type of licensing does the engine have, the EULA reads as if it can't be used to produce a commercial game. So is it just for people to play around with?


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#7 Ground Effect

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Posted 03 March 2015 - 06:20 PM

To answer your question, here is an excerpt from section 3 of the license agreement:
 
"When you ‘buy’ Assets, what happens is that the Publisher grants to you a non-exclusive, worldwide, and perpetual right (known legally as a ‘licence’) over the Assets to use them for the purpose of using and integrating them with interactive entertainment products (which you may choose to distribute for free or for money – that’s up to you). You may copy, use and modify Assets for this purpose only and you may not distribute, sublicense, rent, lease or lend the Assets. "
 
So yes, of course you may produce a commercial game!

Edited by Ground Effect, 03 March 2015 - 06:20 PM.

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#8 Nediradesigns

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Posted 15 March 2015 - 09:33 PM

I haven't reviewed it because I am awaiting the upcoming additions. I am wondering what is the ETA for some of them. 


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#9 Ground Effect

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Posted 16 March 2015 - 01:26 AM

I have posted general ETAs for all the upcoming features.

 

There is a lot of demand for the multiplayer and tablet support features. Of those two, tablet support will come way sooner. Multiplayer is something I plan to add like a cherry on top of all the other features.


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#10 Sirosky

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Posted 16 March 2015 - 03:45 AM

Wow this looks awesome! Is the star effect shader based?


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#11 Ground Effect

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Posted 16 March 2015 - 04:09 AM

Thanks! No shaders are involved, "just in case" of compatibility issues which I have been reading about here and there. I might consider adding shaders eventually, though.


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#12 Swecoder

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Posted 16 March 2015 - 10:31 AM

Amazing. Plays right into the hands of my latest idea.


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#13 Sirosky

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Posted 16 March 2015 - 03:47 PM

Tried the demo, it looks awesome, I'll put this on my to-buy list. How large is the room size in the demo? 


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#14 Ground Effect

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Posted 16 March 2015 - 03:58 PM

The room is resized automatically to match your screen resolution, and so is the camera view (this can be disabled, of course). Astro Gravity doesn't care much what room size you are using; what matters is the zoom level. The camera view spans hundreds of thousands of pixels when zoomed all the way out.


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#15 Sirosky

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Posted 16 March 2015 - 04:39 PM

Neat, thanks. I've been planning to make a space game sometime soon, this will definitely help out.


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#16 Primoz128

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Posted 27 March 2015 - 03:41 PM

Tested the demo, looks something i might buy but the framerate is not good when zoomed to a solar system just enough to see a big one. The moment i will add my own stuff it will drop down even further. But this isn't an issue as you simply used to much particles for the sun.

 

How good is the FPS dicluding the suns ? A galaxy of 10 solar systems ? Can i get info. on that ?


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#17 Ground Effect

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Posted 28 March 2015 - 02:18 AM

I cannot directly answer your question without system specs, so I will provide some of mine. AG is currently being tested on an android moto X 1st generation and maintaining 30 fps with minor adjustments. Lessons learned from these tests will be used to improve the performance of AG out of the box for all OS's. It also means that tablet compatibility is coming in the weeks ahead.

 

In AG, objects pseudo-deactivate themselves depending on the zoom level. It works sort of like culling, except it is used for code in more places than just the draw event, and allows the detail to be adjusted in real-time. Particles are one example of non-drawing code that is tied to the zoom level.

 

In addition, only the objects near or on your screen are active, depending on the object's purpose. You could have a hundred star systems in a galaxy, but only one or two are fully activated depending on whether a planet is on your screen and the camera is zoomed in enough.


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#18 fin13

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Posted 23 July 2015 - 08:35 PM

Hi - this looks great - can this be used for iOS and Android? I have a mac so I assume will have to use windows for this


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#19 Ground Effect

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Posted 08 August 2015 - 03:00 PM

Right now Astro Gravity COULD run on ios or android, with some modifications. The user input system needs to be changed to work with multi-touch. More subtly, the whole game must adjust to account for the high pixel density of retina displays, so your GUI buttons will be a consistent size across all platforms.

 

These are all changes that I am halfway finished with. I am about to release the space ship creator feature, which is so awesome that it has consumed my attention for the last several months. Then I will concentrate on the GUI.


Edited by Ground Effect, 11 August 2015 - 03:33 PM.

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