▶
Travel Through the Reach Part I: APHELION
Mac has been trialing a new approach to procedural generation. In Sunless Skies there are 4 types of terrain: Ports: Big, able to dock at them, they have effects on you Spectacles: Medium, have some effects on you, usually as you pass them Discoveries: Medium, effects when you interact with them Decorations: Pretty things with no function (such as: a rock) Our map is now built on circles, not squares as in Sunless Sea. Each has a core, an inner band and an outer band, with three or five segments in each band.
As you cross into a new segment, the game will generate the Ports, Spectacles, Discoveries and Decorations for that segment (depending on some rules to make the transitions smooth, and make sure a port doesn’t just pop up under your nose).
We’re still working on this, but the idea is the load on your PC will be lighter than Sunless Sea - because it’s not rendering the whole map at once. For us, Mac’s work also means it’s much easier to make content happen in the game (hooray!). Also this week, Barry is God, and decides your fate: he has implemented supplies/hunger, fuel and time. Sounds simple when put like that!
This week, Cash has mostly been working on port Titania.
Titania is an early game port, built on a giant flower. The occupants - you may have gathered - are troubled by bees. Chris has also put together the stories that deal with hunger this week. You’ll be glad to hear that eating your crew is an option once more! People often ask why there is no gameplay disadvantage or punishment for eating your crew in Sunless Sea. In Sunless Skies, you’ll gain terror for eating a member of your crew, as well as becoming more unaccountably peckish. Though, um, cannibalism is currently more nourishing than eating supplies. So, y’know. Consider it!
This week Paul has been focused on locomotive design. We showed in the Kickstarter that equipment will have a visible effect on your ship:
Paul has been digging into this to see how best to deploy it in-game. He has also added chimneys to the base design, which we all found very exciting.
From left to right:
[ 2017-03-15 17:11:07 CET ] [ Original post ]
March’s first Sunless Skies sprint is APHELION. This sprint focuses on The Reach: the first region in Sunless Skies, where you will begin your journey. It also involves big chunks of setup for later regions: hunger, death, time, fuel - all of the basic building blocks of our game.
Design and Gameplay
Mac has been trialing a new approach to procedural generation. In Sunless Skies there are 4 types of terrain: Ports: Big, able to dock at them, they have effects on you Spectacles: Medium, have some effects on you, usually as you pass them Discoveries: Medium, effects when you interact with them Decorations: Pretty things with no function (such as: a rock) Our map is now built on circles, not squares as in Sunless Sea. Each has a core, an inner band and an outer band, with three or five segments in each band.
As you cross into a new segment, the game will generate the Ports, Spectacles, Discoveries and Decorations for that segment (depending on some rules to make the transitions smooth, and make sure a port doesn’t just pop up under your nose).
We’re still working on this, but the idea is the load on your PC will be lighter than Sunless Sea - because it’s not rendering the whole map at once. For us, Mac’s work also means it’s much easier to make content happen in the game (hooray!). Also this week, Barry is God, and decides your fate: he has implemented supplies/hunger, fuel and time. Sounds simple when put like that!
Stories
This week, Cash has mostly been working on port Titania.
Titania is an early game port, built on a giant flower. The occupants - you may have gathered - are troubled by bees. Chris has also put together the stories that deal with hunger this week. You’ll be glad to hear that eating your crew is an option once more! People often ask why there is no gameplay disadvantage or punishment for eating your crew in Sunless Sea. In Sunless Skies, you’ll gain terror for eating a member of your crew, as well as becoming more unaccountably peckish. Though, um, cannibalism is currently more nourishing than eating supplies. So, y’know. Consider it!
Art
This week Paul has been focused on locomotive design. We showed in the Kickstarter that equipment will have a visible effect on your ship:
Paul has been digging into this to see how best to deploy it in-game. He has also added chimneys to the base design, which we all found very exciting.
From left to right:
- Basic chassis (including the boiler at the top and crew quarters at the bottom)
- Armour
- Guns
- Colour flourishes
[ 2017-03-15 17:11:07 CET ] [ Original post ]
Sunless Skies
Failbetter Games
Developer
Failbetter Games
Publisher
2019-01-31
Release
Game News Posts:
96
🎹🖱️Keyboard + Mouse
Very Positive
(2482 reviews)
The Game includes VR Support
Public Linux Depots:
- Sunless Skies Linux Depot [868.48 M]
Available DLCs:
- SUNLESS SKIES OST
It is the dawn of the 20th century, and London has taken to the stars! As the captain of a spacefaring locomotive you'll behold wonders and battle cosmic abominations in the furthest heavens. Stake your claim. Fight to survive. Speak to storms. Murder a sun. Face judgement.
Ten years have passed since Sunless Sea, and Queen Victoria has led an exodus from London to the heavens. There, a revitalised British Empire - ambitious and authoritarian - begins to expand across the skies.
The stars are alive. They are the Judgements: vast intelligences that govern all things. But they are dying. One by one, something is snuffing them out, leaving their thrones empty. An opportunistic Victorian Empire is colonising the domains they leave behind, painting its industrial vision upon the fabric of the heavens.
Ten years have passed since Sunless Sea, and Queen Victoria has led an exodus from London to the heavens. There, a revitalised British Empire - ambitious and authoritarian - begins to expand across the skies.
The stars are alive. They are the Judgements: vast intelligences that govern all things. But they are dying. One by one, something is snuffing them out, leaving their thrones empty. An opportunistic Victorian Empire is colonising the domains they leave behind, painting its industrial vision upon the fabric of the heavens.
- Travel between distant ports, unravelling stories, bearing passengers and news, and trading in exotic celestial cargoes.
- Your every foray into space is as precarious as a Polar expedition. You’ll need to balance your resources carefully and keep an eye on your crew’s Terror to avoid mutiny and death.
- Your captain's actions could tip the precarious political balance of a region. Will you run guns for the Independents? Or spies for the Empire? Choose wisely – your decisions will affect the story; not just for yourself, but for your future captains as well.
- Leave your mark on the universe, and be marked in return. When you are creating your captain, every decision is a story, and every story has a consequence.
- Equip your vessel as you see fit. Would you benefit more from reinforced armour plating, or the additional manpower allowed by external crew pods? ("Soundproof! Cosy! Detachable!")
- It is not safe in the skies. A captain will need to defend themselves against pirates, scorn-flukes, the Cyst of Faces, and worse.
- Recruit a gallery of unpredictable characters to crew your locomotive as First Officer, Chief Engineer, Signaller, or Surgeon. Each brings their own skills and stories to your adventures.
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Intel Pentium 2Ghz or AMD equivalentMemory: 4 GB RAMStorage: 4500 MB available spaceSound Card: DirectX 9.0c compatible
- Memory: 4 GB RAMStorage: 4500 MB available spaceSound Card: DirectX 9.0c compatible
- Storage: 4500 MB available space
GAMEBILLET
[ 6107 ]
GAMERSGATE
[ 575 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB