Children of a Dead Earth - A hyper realistic space shooter game.
7 replies, posted
[img]http://i.imgur.com/fb3OJoU.png[/img]
[I]"[...]every surface infested with topography. Armor plating would hide most of it prior to deployment, of course. Ribbons of piping and conduit, ammunition reservoirs and shark-toothed rows of radiator fins— all to disappear beneath smooth reflective shielding. Only a few island landmarks would rise above that surface: comm ports, thrust nozzles, targeting arrays. And gun ports, of course. These things spat fire and brimstone from a half-dozen mouths apiece."[/I]
-Blindsight, Peter Watts.
[I]"It's grain silos with rockets committing hyperspeed drive-bys with nukes and lasers."[/I]
-A Wizard
[B][url]http://childrenofadeadearth.com[/url][/B]
[B][url]http://store.steampowered.com/app/476530[/url][/B]
I'm very excited about this game, since it was my wet dream to have a space shooter that was grounded in reality instead of pretty and epic ship designs (though I love those too). It might be a bit too autistic for most, but if this thread helps even one person discover it, I'll be glad. I found out about the game by an accident just a few hours ago myself.
Some highlights from their website:
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[B]Real Science, Real Technology[/B]
Every technology, from the Nuclear Thermal Rockets, to the Solid State Lasers, to the Magnetoplasmadynamic Thrusters, was implemented using actual equations from Engineering and Physics textbooks and white papers. Everything aspect of these systems, from the efficiency, to the size and mass, to power usage, are all derived from equations, not estimated or faked.
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[B]Extremely Accurate Orbital Mechanics[/B]
With an N-Body Simulator (the kind NASA uses to plot actual spacecraft trajectories), all orbital phenomenon from hyperbolic orbits, Lagrange points, and orbital perturbation are all correctly simulated. Spacecrafts can stationkeep orbits, or enter into free falling perturbed orbits.
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[B]Campaign and Sandbox Modes[/B]
Assume the role of an admiral and fight through a detailed storyline chronicling the descent of the solar system into all out war, spanning every planet in the solar system and everything in between. Or simply play in the sandbox, designing ships and pitting them against other ships.
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[B]1:1 Scale[/B]
The solar system is modeled completely to scale. The sizes of all planets, moons, and asteroids are accurately enormous, and the distance between them is similarly mindboggling huge. Gravitational attraction is precisely modeled, and the extremely high orbital speed of your ships that results around low orbit of large celestial bodies is correspondingly correct.
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[B]Freeform Ship Design[/B]
Build your spacecrafts out of rockets, propellant tanks, weapons, powerplants, radiators, and crew modules. Wrap it all up with multiple armor layers, and maybe a Whipple Shield to boot. The acceleration, moment of inertia, delta-v, and much more are all correctly calculated for all spacecrafts you design.
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[B]Highly Granular Module Design[/B]
Tweak everything from the nozzle length or stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. Every change you make is backed by real life equations, and you can the see the results in real time, from the change in your rocket's exhaust velocity, to your railgun's inductance or muzzle velocity.
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[B]Physically Accurate Material Properties[/B]
All materials, chemical reactions, and spectra are physically correct. When your arclamp pumps your solid state laser, the pumping bands are going to have to match up with the actual emission spectra of your excitation gas. When the photon absorption of a material is needed, it is derived from actual refractive index spectra data.
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[B]In-Engine Mod Support[/B]
The engine supports black box creation of untested or far future technology for modders to work with. All other game data, from levels to material properties, is also accessible to modders.
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[img]http://i.imgur.com/0dUjfyW.png[/img]
[img_thumb]http://i.imgur.com/w0PeZ8L.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/EVbWFEb.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/WRQKIMz.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/UxdrdUd.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/t5SrneE.jpg[/img_thumb]
:science101:
Looks like Kerbal space program on crack.
hot damn that creator UI is overwhelming
KSP on crack?
this is more like if KSP was Bubba the Caveduck in the thinking cap episode of Duck Tales
Shit 19 quid is a lot, but just from the few pictures I am hooked.
99% I'll play it for a bit and then forget but man the idea is amazing.
[QUOTE=Fetret;51115891]Shit 19 quid is a lot, but just from the few pictures I am hooked.[/QUOTE]
It's justifiable, though. They're not expecting it to be a top sellers hit, but they do need to compensate for the development. Command: Modern Air / Naval Operations costs 80$ exactly for the same reason.
This looks really interesting.
[QUOTE=Spor;51115976]It's justifiable, though. They're not expecting it to be a top sellers hit, but they do need to compensate for the development. Command: Modern Air / Naval Operations costs 80$ exactly for the same reason.[/QUOTE]
Oh absolutely. For a game so well researched they deserve all of it. Plus as you said they have to make money off relatively few sales.
It is just subjectively a lot for me right now. I'll still probably get it.
I can't even figure out Space Engineers and then there's stuff like this
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