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New Video: Creatures AND forums launch

Hello everyone,

Today we release a new video showing the first 3 creatures implemented in the pre-alpha and talk a little bit about the 4 other ones that we plan to add next.
PLUS, we invite all of you to join the discussion in our brand new forums at spacenomadsthegame.com/forums

Thanks for your interest!

New Video: Multiplayer Pre-Alpha Footage

Hi all,

Today is finally the day to show you what we’ve been working on lately, as well as to show you the faces behind Loading Studios (and thank you Juju for shooting the video!).

In this video, we wanted to show you some multiplayer footage for the first time. Also, you will see a bit more about a typical start of a Space Nomads game: gathering resources during the day, building your first base and fighting off waves of insectoid aliens when the night comes.

Read the rest of this page »

Busy February

Hello everyone!

It’s been two weeks since the last post, and two really busy weeks for us!
What’s new? Well, Ben has really made great progress on the network/multiplayer, working out how to synchronize every action between all the players, lag interpolation and other technical sweetness. So much progress that we have been able to start doing some multiplayer play-testing, mostly stressing up the server (i.e.: putting blocks everywhere as fast as possible, shooting like nuts on acid, and overwhelming the server with direct lights) and having some fun with our friend Jean-Paul, while building some structures to test the building system in depth. Good stuff!

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Reception so far and what’s cooking

Hello everyone!

We have been quite active on the PR last week, posting on forums, emailing journalists and blogs and of course creating the first pre-alpha footage.
The reception has been good and needless to say that we are happy about it. Comments have been positive, people seemed to understand the concept we are heading to, very few bad reactions and some funny ones :)

Here are some numbers and facts about that first batch of PR for Space Nomads.

Read the rest of this page »

First Pre-Alpha Gameplay Video Footage

Hiya,

Following up on our game announcement, we’re pleased to share with you a first video footage of the current pre-alpha build.

In this video, we try to present as many show-able gameplay elements as possible, please keep in mind that it’s all work in progress and will subject to improvements in the future.

We’ll be posting video updates as well as blog updates, as soon as possible, after new features go into the build.

Thanks for watching!

Announcing Space Nomads

Hi everybody,

Today we are pleased to finally put a name on our game and officially announce it to the world. So, we present to you Space Nomads.
spaceNomads_logo512

What is Space Nomads about?

In the pasts months we have shown some images and art for the game, but now has come the time to explain the concept to you guys. Space Nomads is about a group of people, part of a nomad society traveling from one planet to another, who is exploring ahead of their fleet. During a mission, your spaceship crashed on an planet and you find yourselves stranded there, with just some pieces of technology to survive. Thankfully the power-cell of your survival pod is still intact and you will have some means to craft items and structures to protect yourselves, as well as your power source. Soon enough you will encounter the need to look for more resources, as the planet’s aliens are getting stronger and stronger, crushing on your gates and walls, somewhat attracted by your energy cell.

You will explore this procedurally generated world with your friends, discovering different biomes, collecting resources to build your fortress, automatic turrets, traps, weapons and tools, repair and hold your ground. Read the rest of this page »

What have we been up to lately?

Hello everyone,

It has been too long since the last time we posted something, sorry about that.
We have been really busy, no surprises, on the game and the other things that gravitate around it, we’ve started working on some PR stuff, preparing the project’s website, chosen a name, and implemented new gameplay elements (ie: the building system, some FPS content, etc…)
Read the rest of this page »

World Generation

So, for our first project, we wanted the world to be procedurally generated in a pseudo-random manner. That means that every time you start a new game, the world will be different, which will increase replayability and allow us to have a very large play-ground without having an army of environment artists. Of course, this implies some kind of trade-off on what’s possible but the first pass we have in the prototype is encouraging. Having a big world that generates itself is also very important for exploration, which we wanted to have a big role in the game.

It took us a bit of time to choose the kind of landscapes we wanted for the game. Read the rest of this page »

Some News And Some Alien Insects

Hello!

Xavier here (the art dude), we have been really busy on the project, things are coming along well and we still are heading toward our small pre-alpha version of the game by the end of this year.
In the meantime we took care of more paper work and business related matters, we are almost done with all that part of the job, then we’ll head over the government to ask for some grants to help us go forward, we do need to eat you know!

If everything goes according to plan, we will be able to finally show everybody what the game is about, talk about how far we want to go before launching it in its alpha state and probably show you guys some in-game footage on the fly!

Now, back to some art stuff!
Read the rest of this page »

Tech choice

Hello,

Ben here (the coder guy), I wanted to talk to you about some of the tech choices that we have made for our first game.
As you may well know, choosing what tools, which engine to use when you start a new project can be tricky. Quite a few factors can be taken into consideration like the resources available, the type and needs of the project, target platforms, personal preferences and so on.

It’s a common argument amongst developers whether or not you should be writing your own tech. Ideally, Read the rest of this page »

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