Posts Tagged ‘Procedural Realities’

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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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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