FarSky

I just changed the website title. ;D
Tested on all navigator, works well now.

UPDATE!!!

This update is mainly focused on the inventory, chests, a central player menu and the power off abitlity. The game is doing great so far. Many reviews (Rock Paper Shotgun, and Indie Statik) and let’s play video. More than 800 downloads in one week!!! ;D

http://www.farskygame.com/screenshots/screenshot11.png

Launcher update:

  • add: Options to launcher (window mode and java path options)

FarSky update:

  • add: Inventory
  • add: Central menu to navigate between Inventory, Energy Slicer and Map
  • add: Player skills at the bottom of the screen when in central menu
  • add: Chests
  • add: “Power Off” ability
  • add: Warnings when pressure is too high or temperature too low
  • add: Game can be launched in window mode
  • add: Audio volume control in the option menu
  • add: Invert mouse option
  • add: FarSky version printed in the top right corner of the screen
  • update: Harpoon arrows are limited
  • update: Heating skill image & text description
  • update: “Piece of ship” name to “part of the vessel”
  • update: Difficulty equalization
  • remove: Shell enemy
  • fix: Shark weird behavior around cliffs
  • fix: Player shooting when exiting ingame menu
  • fix: If BufferedImage type is 0, fix it to TYPE_4BYTE_ABGR
  • fix: ChunksElements draw method called but building is not over

Did you know that there is an article on Rock-Paper-Shotgun about your Game?
Here it is for those who are interested.

  • Longor1996

Also a well known youtuber made a video: found here

http://www.farskygame.com/screenshots/screenshot12.png

This update is mainly focused on a new level, a clearer depth system and GUI design update.


  • add: new level
  • add: harmless fish can be killed
  • add: double click to take item
  • add: max depth information in the ingame GUI
  • add: Render Distance option
  • add: FarSky version to log file
  • update: pressure is directly indicated as depth
  • update: ingame GUI design
  • update: second level is now made of giant alga
  • update: cutting the light does not affect suit resistance
  • update: shark is slower and easier to fight in first level
  • update: first level is really bright and colorful
  • update: water color in different levels
  • update: octopus has been renamed to “Kraken”
  • update: energy slicer design
  • update: inventory items are not rotated anymore
  • update: item quantity is directly visible in the inventory
  • remove: temperature skill
  • fix: bug when taking item when no item is selected
  • fix: jetpack speed into current blocking speed

@kingroka123: There are a lot of videos now :smiley: :smiley: :smiley:

And next week => Vessel crafting !! ;D

New update & new trailer ! ;D

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http://www.farskygame.com/screenshots/screenshot13.png

This update is mainly focused on the new underwater vessel and its crafting possibilities.


  • add: underwater vessel
  • add: underwater vessel crafting
  • add: oil sources
  • update: world is now a limited open world
  • update: enemies generating rate increased
  • remove: cutting power ability
  • remove: Kraken (temporary)

How are you so good at this? Overbind was good enough to probably go a little big, and this game is starting to look very impressive too!

For some reason my bug dissappeared and I can see everything now!
The models look all very good and the lighting too!
But sometimes when beeing in the vessel the head seems to be too high over the ground and its sometimes very difficult to go up the ladder…

@opiop65: Agree

@Drenius: Yep, I solved the problem :P. I actually needed to set texture id each time I’m changing of shader. A bit weird, but anyway, it works now :smiley:
@opiop65: Actually there is a trick. Creating Overbind was such a great experience, and I learnt so many things that I decided to leave my job (I’m crazy like that) some months ago and to work on FarSky project on a daily basis. Design and code is so much work, I think it’s hard to make a complete 3d game just on your spare time. With the alpha, I really pay a lot of attention on players’ feedbacks. And when I have something good enough, I’ll launch the beta on Desura and Steam Grenlight (and the website), and I’ll cross my fingers!!!

Are you a one man team? Or do you have people that do modelling and audio and the likes?

Wow, major props for doing this! I would love to code my own game for a living, I hope it all works out for you and I’ll be sure to buy a copy when it comes out :slight_smile: Just a question, how long have you been unemployed and how are you making money? Savings? Very cool that you did that, I wish you the best of luck!

@opiop65 : thanks! :wink: It’s been a bit less than 7 months now, I only live on my savings. I’ll launch the beta (at a lower price than futur release version) before the end of this year and hope I 'll have enough money to continue :stuck_out_tongue:

If this will become a commercial project in the future, you should really change the name. Ubisoft won’t like something so close to FarCry…

Maybe is the whole scenery even a little bit too bright to be called far sky :wink:

So you have a lot depending on the game being sold, good luck! :slight_smile:

What program did you use to package the launcher jar into .exe and .dmg? Launch4J?

Mike

@EgonOlsen: I don’t think it will cause any problem as it does not have the same meaning, and there is no google interference between FarSky and Farcry, plus there are gaming names like: postal/portal, or Call of Duty/ Call of Juarez, Crysis/Dysis ;), Dark Omen/ Dark Ore/Dark Reign/DarkSiders/Darkstone/Dark Void/…, and more…
@Mickelukas: I made the launcher by myself, and I deploy it with Launch4j. Works well, and it is simple to use :slight_smile:

New update ! Alpha v9.0 ;D

http://www.farskygame.com/screenshots/screenshot14.png

This update is mainly focused on changing the underwater vessel into a seafloor base, resources extraction, crafting and updating the inventory system.


  • add: extractor
  • add: raw materials
  • add: energy source spot points. Must be found and collected
  • add: building creation animation
  • add: workshop table inventory
  • add: mouse sensitivity option
  • update: underwater vessel is now an underwater base
  • update: inventory design
  • update: changed building elements to items
  • update: oxygen bar design
  • update: map is more compact
  • fix: screen resolution trouble on some computers
  • fix: loading bar going to far
  • fix: crash after loading due to display lists
  • remove: quantum from enemy
  • remove: bolts
  • remove: tank
  • remove: helm

I asked this earlier but I think you missed it:

Are you working with anyone on this, or are you making all of your own resources?

@Troncoso: sorry, I missed it :D. I’m completely alone, but I’m now in contact with a musician to implement some good tracks. I used some of my code from the “Overbind” game that I made a year before to have some basis on this project.

New update ! Alpha v10.0

http://www.farskygame.com/screenshots/screenshot15.png

This update is mainly focused on the hunger system, the equipment, some graphics improvements and the environment interactions.


  • update: New Launcher!

  • add: hunger system

  • add: new sea particle system

  • add: player equipment

  • add: bleeding system

  • add: cutting seaweeds with knife gives items

  • add: bandage

  • add: vegetable pot

  • add: potato plant

  • add: potatoes

  • add: glass texture

  • add: stack limit to 45

  • add: text information when mouse is hover an item

  • add: eating fish generates life

  • add: breathing sound when there is 30s of oxygen left

  • update: swimming system

  • update: enemy generation algorithm

  • update: jellyfish are moving

  • update: shark and blood interaction

  • update: workshop table items are built instantaneously

  • update: level 0 & 1 have been mixed

  • update: level 2 is now level 1. Difference between levels is deeper

  • update: reduce spear offset when firing

  • update: extractor has now 6 storages

  • update: chests contain more items

  • update: map generation algorithm

  • remove: energy slicer

  • remove: power

  • remove: life auto generation

  • fix: water sound playing for no reason

  • fix: arrow item stays in inventory even if 0 arrow is available

  • fix: player hold weapon but can not shoot

  • fix: no workshop table interaction when facing it without item selected

  • fix: sharks going thru bases

  • fix: thread unwanted interaction

That was a long list :stuck_out_tongue:
Enjoy ;D