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  DevBlog #6 - Mining pods
Posted by: AdmiralGeezer - 10-12-2016, 08:18 AM - Replies (2)

[Image: ACoolShip.jpg]

Looking at our game at its current state I have to say I'm damn excited, just the way it looks. I personally love the isometric view and our graphics guy is doing a great job with it. All of this said I know very well that if we don't succeed in creating a good game around all of this it is going to mean nothing. There is a bit of pressure there, but I'm doing my best to keep us on a good course.

We have been working on developing mining pods the past week. A couple of gfycats to show what they look like:




Time to create a jet pack for the space floating characters [Image: wink.gif]


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  screen blinking
Posted by: Andy - 10-10-2016, 12:33 AM - Replies (5)

you know that when you move from level to level Hyper speed flashing screen is very annoying vision !!! flash just blinds the eyes !!! especially if you play in the evening, remove the flash and do it through the dark color !!!

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  DevBlog #5 - Explaining the vision of Space Haven.
Posted by: AdmiralGeezer - 10-04-2016, 11:42 AM - Replies (13)

[Image: SpaceHaven1.jpg]
[Image: SpaceHaven2.jpg]
[Image: SpaceHaven3.jpg]

Ladies and gentlemen. Our process of developing a game has always been with an initial vision, a dream as a starting point. So far it has never been an exact and detailed vision, rather a more big picture vision where we dream up the world and the setting for the game. We know the game mechanics on a big scale, but experience has thought us to leave room for changes.

It's very hard to know all the details of a new game before hand, before you have started developing it. The first prototypes, the first visible features often inspire new thoughts and visions. This is our process, this is what we trust in. We are gamers at heart, each and one of us have played games for over 20 years. If you can't trust your feelings and passionate "twinkle in the eye" ideas for new features at this point, then what can you trust in life?

Why am I writing all of this? Because our vision has become more clear. How would we describe the game now?

Space Haven is a space ship colony building game, where the individual characters, the random encounters and space exploration tell a unique story each time you play a new game. The game is inspired by such greats as Rimworld, Faster Than Light, and the original X-COM. We will focus on creating a game that makes you laugh, wonder, and live the story together with the space ship crew escaping Earth. As always, replayability is something we want the game to encompass to a high degree.

Obviously, Spacebase DF9 is also one of our inspirations. We loved the game, but found it frustrating that the development was suddenly cut off. As developers we understand why such a thing can happen. Well, this gives us a perfect challenge to set out to do a game that has the same potential Spacebase DF9 had, even more so, and we promise to take it all the way.

How will we do this? With the help from our community of course! There is no better way to develop a game than to do it together with the community. To dream of it together.

Who is this game for?

  • For gamers that like games with crew management, simulation,colony building as features.
  • For gamers that like to encounter different groups in space, board their ships, and steal their food.
  • For gamers that like games such as Prison Architect, Rimworld, Faster Than Light and X-COM.
  • For gamers that value quality indie titles.
  • For gamers that want to be part of a great community, and help developers create the best game from an initial vision.
We are developing Space Haven with PC as the main platform, but rest assured that we will do our best to bring the game to as many mobile devices as we can. Sit down and take firm grasp of your chair. Space Haven is going to be the best title from Bugbyte yet. The culmination of 5 years of daily hard relentless work. I look forward to keep you in the loop, and once the day comes for the first test build, you will hear about it.


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  DevBlog #4 - Space Haven starting to take shape.
Posted by: AdmiralGeezer - 09-27-2016, 11:54 AM - Replies (19)


Warning! This post may take some time to load, due to 3 Very cool gfycats showing game play.
Please don't pay attention to the messy User Interface Smile It is to be expected of a game so early in development.

Greetings! It has been a great past 3 weeks here at Bugbyte. We are moving along nicely, and the game is starting to take shape. We are about 4 months in now, still very early. That's 4 months of hard work and we have a long way to go. You really have to love what you do to be able to do this. Fortunately for us, we do love it Smile

We have stumbled upon some challenges, but nothing too major. It is always a bit daunting jumping into something completely new as a game developer. Our decision to create an isometric building/survival game did mean we had to move on from the known top-down graphics, and into the world of isometric graphics! Everything is going quite well though, the team is talented and hard-working. I have no doubt in my mind that the end result will be stunning visually, with a certain charm only a Bugbyte game can achieve!


We have some cool new features to show you. Above is the scanning of asteroid fields. You can scan and find out what kind of resources are hidden in the depths of the asteroids. You can then mine them and bring them to a built facility on the ship, to turn the resources into something usable.


Something we are really enthusiastic about. A tile based Space Ship environment simulator, simulating oxygen, smoke, heat and more. We have created a system that moves gas in spaces, making it possible to manipulate for example smoke by building fans to blow in a certain direction. Building certain facilities, like a smelter, will cause a lot of heat to generate. This means you have to get rid of it somehow.


Our goal is to have some realistic challenges from building a functional colony on a space ship. Not too realistic, just enough to make the game more interesting and create some challenges regarding building.

A few new screenshots:

[Image: gdFklhm.jpg]
[Image: YMqmVTa.jpg]
Hope you are liking these updates. Please understand that these are screenshots and videos from very early development, it is something we wanted to do for our community. So if something looks undone or messy or empty, rest assured that we will bring this game to perfection step by step. Have some comments or questions? Let me know here below in comments, Ill be happy to answer!


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  Looking for a cheat or hack to unlock the new ships
Posted by: Barons - 09-11-2016, 10:44 AM - Replies (2)

Hello, anyone know of an instant sort of way to get all the blueprints? I've enjoyed this game for an admirably long time, but the time it takes to collect the blueprints seems excessive compared to how quickly the standard ships are unlocked. I really do appreciate the new blueprints feature as I'm sure it scales well with someone new to the game who has everything to unlock. However being that I'm an old hand at the game grinding away at it isn't that appealing anymore. 

Anyone know of a mod/cheat/hack that will unlock them? If not have you found a reliable way to collect them? 

I've pretty much only figured out that they are rare as hell and haven't notice anything that would indicate how or when they drop. Is it completely random? I've played through whole games without finding any and they also don't appear to ever drop on endless mode?

Anyone know how these things tick? Are they more likely to drop from certain ships, bosses, missions objectives, trap crates, and/or anything?

Thanks

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  Early playing
Posted by: Epicguy560 - 09-09-2016, 03:02 AM - Replies (18)

How do I play the game early?

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