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Steam News26 February 20264mo ago

Game Mechanics And Faster Than Light Travel Nailed Down

So I've been finishing design documentation of how the universe will work, getting into the details including the math I will use.

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Full Space Time Shipyard update

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changedFaster than light travel will be done in the game using a Soliton Ripple Generator. It propagates a wave, like a ripple in water. However, this would be like a wave moving through a narrow canal that doesn't dissipate until it reaches the planned destination. The ship would be in a bubble in the center where no G forces are felt, even when the velocity of the bubble on the ripple/wave in space is faster than the speed of light. However there is a catch. Because of the speeds involved maneuvering is not possible after travel is initiated. The direction of the ripple in space can not be changed. This means the destination must be set before travel is initiated and it must be in a straight line. There will be two types of Soliton Ripple Generators in game. One will be the size of a space station and its only function is to generate the Soliton Ripple and send ships out. There is no need for another one on the receiving end. This will have the farthest range. There will also be ship mounted Soliton Ripple Generators but they will have limited range and not be as fast. Also high energy particles collect on the front edge of the ripple, there's a lot of dust in space. When the Soliton ripple stops and the bubble dissipates they can pose a serious risk to the ship. Therefore some technologies will be available to deal with that threat. The low tech option is a ship's shields will be depleted upon exiting the Soliton ripple as the shields were used to deflect the high energy particles which have accumulated during faster than light travel. It will take time to recharge the shields in this case. The charging time depends on components on your ship, or ships you own that are using this option when exiting faster than light travel.
addedI've also got the resources in game planned out and changed them from what was originally decided upon. There are primary and secondary resources. The game has five primary resource categories which are mined directly from planets. Secondary resources are created from further refining primary resources or combining primary resources using factories in space. Both can be traded with, or pirated from, NPC ships and factions in the game. I've decided upon the recipes for making various secondary resources. For example making antimatter in game requires you to sacrifice gold, a primary resource, which is also the main currency of the game. The gold is combined with a secondary resource obtained from refining a primary resource found in gas giants. The factory the ingredients are combined in will output antimatter which can be used to produce other objects in game like weapons!
changedPlayers will be able to design their own ship hulls and outfit them with components. I had a system like that in previously but took it out because it had the potential to use up a lot of RAM. I'm working on a system that will be more RAM efficient and better all around.
addedRight now I have a lot more free time on my hands before things at my regular job pick up again on March 30th. They told me they don't need me to come into the office until then. So I hope to have another update adding more to the game before March 30th :)

Space Time Shipyard changes

changedFaster than light travel will be done in the game using a Soliton Ripple Generator. It propagates a wave, like a ripple in water. However, this would be like a wave moving through a narrow canal that doesn't dissipate until it reaches the planned destination. The ship would be in a bubble in the center where no G forces are felt, even when the velocity of the bubble on the ripple/wave in space is faster than the speed of light. However there is a catch. Because of the speeds involved maneuvering is not possible after travel is initiated. The direction of the ripple in space can not be changed. This means the destination must be set before travel is initiated and it must be in a straight line. There will be two types of Soliton Ripple Generators in game. One will be the size of a space station and its only function is to generate the Soliton Ripple and send ships out. There is no need for another one on the receiving end. This will have the farthest range. There will also be ship mounted Soliton Ripple Generators but they will have limited range and not be as fast. Also high energy particles collect on the front edge of the ripple, there's a lot of dust in space. When the Soliton ripple stops and the bubble dissipates they can pose a serious risk to the ship. Therefore some technologies will be available to deal with that threat. The low tech option is a ship's shields will be depleted upon exiting the Soliton ripple as the shields were used to deflect the high energy particles which have accumulated during faster than light travel. It will take time to recharge the shields in this case. The charging time depends on components on your ship, or ships you own that are using this option when exiting faster than light travel.
addedI've also got the resources in game planned out and changed them from what was originally decided upon. There are primary and secondary resources. The game has five primary resource categories which are mined directly from planets. Secondary resources are created from further refining primary resources or combining primary resources using factories in space. Both can be traded with, or pirated from, NPC ships and factions in the game. I've decided upon the recipes for making various secondary resources. For example making antimatter in game requires you to sacrifice gold, a primary resource, which is also the main currency of the game. The gold is combined with a secondary resource obtained from refining a primary resource found in gas giants. The factory the ingredients are combined in will output antimatter which can be used to produce other objects in game like weapons!
changedPlayers will be able to design their own ship hulls and outfit them with components. I had a system like that in previously but took it out because it had the potential to use up a lot of RAM. I'm working on a system that will be more RAM efficient and better all around.
addedRight now I have a lot more free time on my hands before things at my regular job pick up again on March 30th. They told me they don't need me to come into the office until then. So I hope to have another update adding more to the game before March 30th :)

So I've been finishing design documentation of how the universe will work, getting into the details including the math I will use. I've been studying theoretical physics and what our scientists in the real world think might be possible with our current understanding of physics.

Faster than light travel will be done in the game using a Soliton Ripple Generator. It propagates a wave, like a ripple in water. However, this would be like a wave moving through a narrow canal that doesn't dissipate until it reaches the planned destination. The ship would be in a bubble in the center where no G forces are felt, even when the velocity of the bubble on the ripple/wave in space is faster than the speed of light. However there is a catch. Because of the speeds involved maneuvering is not possible after travel is initiated. The direction of the ripple in space can not be changed. This means the destination must be set before travel is initiated and it must be in a straight line. There will be two types of Soliton Ripple Generators in game. One will be the size of a space station and its only function is to generate the Soliton Ripple and send ships out. There is no need for another one on the receiving end. This will have the farthest range. There will also be ship mounted Soliton Ripple Generators but they will have limited range and not be as fast. Also high energy particles collect on the front edge of the ripple, there's a lot of dust in space. When the Soliton ripple stops and the bubble dissipates they can pose a serious risk to the ship. Therefore some technologies will be available to deal with that threat. The low tech option is a ship's shields will be depleted upon exiting the Soliton ripple as the shields were used to deflect the high energy particles which have accumulated during faster than light travel. It will take time to recharge the shields in this case. The charging time depends on components on your ship, or ships you own that are using this option when exiting faster than light travel.

I've also got the resources in game planned out and changed them from what was originally decided upon. There are primary and secondary resources. The game has five primary resource categories which are mined directly from planets. Secondary resources are created from further refining primary resources or combining primary resources using factories in space. Both can be traded with, or pirated from, NPC ships and factions in the game. I've decided upon the recipes for making various secondary resources. For example making antimatter in game requires you to sacrifice gold, a primary resource, which is also the main currency of the game. The gold is combined with a secondary resource obtained from refining a primary resource found in gas giants. The factory the ingredients are combined in will output antimatter which can be used to produce other objects in game like weapons!

Why would I put the player in the position of having to choose between having money or having antimatter? Because I'm mean and ugly! LOL! Because this is meant to also be an economic simulator. And there will be other factions you can be friends or enemies with. It can be difficult for one faction to have all their needs met with their own activities, unless they are big enough. So trade and making strategic decisions will be important. And piracy will be a thing.

Graphics wise what will the game look like? Think X-Wing (does era game) and maybe Bridge Commander from 2002. I'm an indie dev who is a decent 2D artist but I shine at programming. I have limited experience in 3D modeling and 3D animation but I've been exercising and improving those skills of late. I've been designing better ship pieces.

Players will be able to design their own ship hulls and outfit them with components. I had a system like that in previously but took it out because it had the potential to use up a lot of RAM. I'm working on a system that will be more RAM efficient and better all around.

Right now I have a lot more free time on my hands before things at my regular job pick up again on March 30th. They told me they don't need me to come into the office until then. So I hope to have another update adding more to the game before March 30th :)

Then after March 30th I'll be working on the game during the weekends.

Source

Steam News / 26 February 2026

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