Posts Tagged ‘Josh Parnell’

Night Of The Living Economy: Limit Theory Dev Diary

By Craig Pearson on April 10th, 2014.

Economics in action

“I would not be exaggerating if I were to say I think this is the most influential month of development so far,” says Josh Parnell. I’ve been used to letting the Limit Theory dev diaries just play, letting gaming’s equivalent of Bob Ross talk and relax me. Perhaps that’s why I’m so happy the game is being made? He’s pulling some sort of high-level vocal massage trick. Well it didn’t work in this update, because he’s very excited about this month’s work on his Elite-like space game. It was the month where he decided to focus on simulating the economy: creating a swarm of NPCs ships in a single sector and examining how they react to supply and demand. He’s breathing life into his gorgeous universe.

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That’s Some Fine Mining: Limit Theory

By Craig Pearson on March 18th, 2014.

A bunch of the RPS posse are hitting up GDC, so the remaining blog squad coaxed me into the Forbidden Chatroom Of Mystery 2.0 as cover. They did so by tying my favourite piece of string to a string and dragging it along the floor, trapping me at the CMS and threatening to give me a paper cut. I am making the most of it by watching the latest Limit Theory dev update, and being gently lulled by Josh Parnell’s relaxing manner. Nothing in the world is bad when I can watch an open-world space game come together in blindingly pretty monthly lumps. It’s a good one as well, because it’s probably the first time we get to see what the game will be like to play.

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Me, Myself And UI: Limit Theory

By Adam Smith on February 3rd, 2014.

I love it when developers talk about their user interfaces. Not their personal buttons, which I’d rather not push, but the systems that they build as a means of communication between players and games. A good UI, like strong visual design, creates a sort of language all of its own, and Limit Theory’s node-based interface has an elegant grammar. In the latest dev diary, Josh Parnell covers the spiffy customisable HUD and the most attractive scanner since Michael Ironside.

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You Nodes It: More Limit Theory Dev Diaries

By Craig Pearson on January 27th, 2014.


As regular readers of my “Craig is far too excited about Limit Theory” posts are aware, I hang on the Limit Theory developer updates like Sylvester Stallone hangs on to ropes. Josh Parnell’s open-world space game is plodding along in development, and each month he releases a new video that completely floors me. If I am in a position to share it with thousands of pairs of eyes, I shall. That means you get two updates in this post, as the RPS CMS has been hidden from me for a few months, and I’ll be gone again come Tuesday. Watch these, and also demand that I am brought back at least once a month to share them with you*.
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Procedural Tech Trees: Limit Theory Dev Diary

By Craig Pearson on November 5th, 2013.

You have to see this moving. It's incredible.
To recap: Josh Parnell’s lovely looking Limit Theory is a space game in the style of Elite: trade, shoot, live, SPACE! He releases a monthly dev diary charting his progress, and each video has thrilled me. This, the tenth in the series, is probably the most exciting one yet. To put that in context: previous videos have shown how the game will procedurally generate the universe in a Dwarf Fortress story-building fashion, and a morning’s worth of work that generated planet surfaces. This video talks about the tech tree and the modding UI, and you just have to watch it. He’s procedurally generated tech-trees, and the modding interface is one of the most beautiful things I’ve ever seen.
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Space Dust Glittering: Limit Theory Footage

By Craig Pearson on October 1st, 2013.

Dat dust
Tired, irritable, stressed, smelly*? Don’t worry, we all get like that from time to time. Don’t suffer, though. Each month the developer of the open-world, procedural space simulation game Limit Theory releases a video of his game’s progress. In it you’ll see the latest tweaks to the engine that his made, and watch as the potential for his Elite-style space game becomes grander and more exciting. No matter what Josh Parnell is talking about, be it the first smear of a lighting system or the initial drop of the AI code that will turn his static world into a living universe, he does so with tone and of a Jazz FM DJ at 3am. His words are a pillow for your brain. Don’t operate heavy machinery while watching this video.
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Space Tease: New Limit Theory Footage

By Craig Pearson on September 3rd, 2013.


Oh wow. I can’t not get excited whenever I poke my head into Limit Theory’s devblogs. Developer Josh Parnell is so casual and relaxed about building a space sandbox that sits alongside Elite, Eve, Star Citizen, and X Rebirth. He really should be more full of himself. In the first video below, when he’s showing off a procedurally generated planet surface, he points out that until a few hours before he hadn’t ever attempted to code water. He was flying over a lake. I nearly wept procedural tears. My joy was short-lived when he pointed out that players probably wouldn’t be able to fly on planet surfaces, which makes the level of detail both laudable and ridiculous.
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Breaking News: Limit Theory Still Looks Lovely

By Craig Pearson on July 16th, 2013.

Made by Josh #125892345
I have a theory about Limit Theory, the ridiculously handsome game of space that’s being developed by a small team. It looks too good for a two-man team to be making it, doesn’t it? Suspiciously so. But I don’t think developer Josh Parnell is lying when he claims it’s a small team making it, despite italicising ‘suspiciously’ for effect. It’s just that he doesn’t realise that his work computer actually has a Quantum Hard-Drive. His elegant space game is being developed by a multiplicity of Procedural Realities, coding across universes, turning out an Elite-ish space game across dimensions. That’s why it’s so impressive. I hope our Josh Parnell isn’t the evil one! He seems so nice in the videos below.

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Limit Theory Prototype Shows Space RTS Awesome

By Jim Rossignol on April 29th, 2013.


You know how you are always wishing that there were more space-based RTS games? Well, there’s at least one happening thanks to the Kickstarters, and its backers will no doubt it abundantly pleased that the game now has a playable prototype. It’s looking particularly fancy, given that it’s basically the work of one man, and that man – who I previously spoke to here – has put out a tutorial video for his prototype-users. This video conveniently acts as twenty minutes of gameplay footage for everyone else, and you can see it below.
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Interview: Limit Theory Creator Josh Parnell

By Jim Rossignol on November 30th, 2012.


One-man procedural space RTS/RPG Limit Theory is one of the most intriguing Kickstarters currently on the block. Boasting an “infinite” procedurally-generated “open-world, sandbox universe in which you can explore, trade, pirate, mine, escort, hunt, defend, build, and more,” it certainly grabbed my space-attention. Needless to say, I got in touch with the programmer behind the project to find out who he is, and why he’s making such an ambitious game.
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Little Big Universe: Limit Theory Hits Funding Goal

By Nathan Grayson on November 27th, 2012.

Oh, this is good news. This is very, very good news. While big names like Star Citizen and Elite: Dangerous are bringing back space games with budgets that eclipse the number of stars in the sky and – in the latter’s case – startling amounts of vagueness, Limit Theory‘s the exceedingly impressive product of one very dedicated guy. Unlike the aforementioned genre titans, Limit Theory basically came out of nowhere, but with plenty of gameplay footage and a highly detailed Kickstarter page. And now it’s reached its semi-modest (in the grand scheme of things) $50,000 goal in just under one week, because there is justice in the universe after all. To celebrate, creator Josh Parnell’s synthesized up some new gameplay footage using the space-age techno-magic of some basic video capture software and YouTube.

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