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Available on Steam
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Stellar Overload
Now available on steam
Watch the trailerView Steam Page
Stellar Overload:
a futuristic adventure game set on cubical planets
Watch the trailer
Adventure, construction, Multiplayer More Information A music that serves the story Listen
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Give a license

2014-08-25 General
For all of you who ordered (or will order) multiple licenses of the game, you now have the possibility to give a license to another person (identified by his/her email address, whether or not he or she has already created a Planets³ account).

You will find this option in your customer account here:
https://www.planets-cube.com/my-account.html

For people who have supported the project on Kickstarter:


You must have a Planets³ account in order to be able to give your Kickstarter extra licenses.

If you didn't already register your account, please follow this link:
https://www.kickstarter.com/projects/1247991467/planets3/posts/862093

A Sculpting┬│ elephant

2014-08-20 Artistic
We are glad to introduce a Planets³ elephant.

Elephant Concept Art

This is a concept art which means that the textures and lighting dynamics doesn’t exactly reflect the ingame conditions. However it displays a more advanced artistic process.

Sculpting³ works iteratively, starting from a rough shape (using the world’s 25 cm square blocks) which is then smoothed using smaller blocks (up to 3.125 cm square blocks) in chosen areas: often the head and the limbs.

The aesthetic dimension oscillates between realism induced by the proportions and a minimalist polygonal aspect induced by the use of blocks which offers a limited choice of sizes and orientations.

The character design promises a great cohesion with the world made of blocks. It will allow us to model any creature and especially to stick armors on some of them. It has also been conceived to be adapted for a specific type of animation, which we’ll be disclosing soon.

First Monthly Dev report

2014-08-06 Development
Yes, it’s one week late, but we wanted to release the first monthly dev report with the new website.

Pickup Ghost


Today I would like to present you Planets³’s pickup ghost. As you may know in Planets³ the blocks are 25cm square, so we implemented tools that allow you to pick up multiple blocks at the same time. The following video will give you a preview of our work.



The pickup ghost shows you how many block you will remove at the surface, highlighting the corresponding block faces. But it also shows how many blocks you will remove below the surface.

Textures


This part was a hard one. On the concept presented on Kickstarter, we see all different kinds of textures. The sand and vegetation textures only use single colors, with some color variations. The textures of the trees have a pattern, lines to represent “wood material”. And the leaves are made of another pattern, a sort of green blur.

Today, after dozen of hours of reflection, multiples design in photoshop (pixel art, patterns with numbers, high-def textures …) and lot’s of in game tests we finally chose our way to draw materials in Planets³.
We will stay with single color textures, using color variations for each material (for example the sand could have 6 different yellows). But as we have a lot of different materials in Planets³, single color textures alone was not sufficient, so we decided to add some patterns and effects (with shaders) depending on the material “category”.
For example metals will shine but wood materials could have patterns.

We do have to finalize this work, so we won’t show you screenshots of these new textures today.

Engine improvements


During the last month we also improved the engine:

  • we did work on the multithreaded universe loading
  • we started to change the way we enlighten the planets
  • we changed the topology of the planets, to be more flat, and have less mountains but more abrupt. However the current result is still not definitive since we will have to modify the way planets are generated in order to stick to the concept arts of the planet you saw.

Miscs


  • we added shortcuts management
  • we modified the UI to reflect new design work
  • we added the possibility to change video options from within the game
  • we improved shadows to reduce flickering
  • we improved the support of OpenGL and Direct3D 11. Direct3D 11 support is still in progress but Direct3D 9 and OpenGL are fully operational.
  • we corrected other different bugs

Another 3D Armor

2014-07-17 Artistic
Lots of technical development since a few days. But we would like to introduce you another 3D armor.

Another 3D Armor Concept Art

Tiger Concept

2014-06-16 Artistic
This week Reymantha would like to present you his current graphical research.

Tiger Concept

3D character concept

2014-05-25 Artistic
This week’s update won’t be very long, things are progressing smoothly.
We still have work to do regarding the integration of the backers in our system, but this should be resolved soon.
On the development side we started to work on the planets rotation, and more specifically on an evolution of our physical engine.
We also started adapting the characters design from 2D concepts to 3D modeling. Here is an example to illustrate the current progression.

3D Armor Concept

The first arrivals

2014-05-11 General
This week we’d like to share a picture with some of the team members in front of the studio’s office.

Reymantha, NeoM et Altalus
From left to right: Reymantha, NeoM and Altalus


Reymantha just moved from London and will be joining us in a few days. Altalus is new in the team, until now he was working with us in freelance, but we decided to hire him as web developer. He has entirely developed our website and will be in charge of it’s continuous improvement. He’s currently integrating the backers data in our system, and will be developing the forum in a few weeks.
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