The Limit Theory Thread

I think he is one of the most remarkable developers i've ever found out about.

Obviously Ian Bell and David Braben are in that ball park.

Mike Singleton too (of Lords of Midnight/Midwinter fame etc).

Philip Price possibly (of Beta Lyra and Alternate Reality (Atari 800 version only) fame).

There are lots of game developers, and lots of really clever code guys, but a true genius really stands out from the pack, and Josh will be seen as one of those in the future.
 
The scanner is really interesting and cool. I'd love to see spectrum lines to differentiate different signals and have some skill involved in reading scanner signals.

What I didn't like to hear is "as I'm picking up more ore and mass I'm reducing my top speed". Uhrg. Why not make it realistically and reduce acceleration?
 

Philip Coutts

Volunteer Moderator
Really starting to come together, ships finally starting to look a lot better. Also really like the mining element. It looks fun and a bit different, I was never a fan of mining in other games but this looks good.
 
What I didn't like to hear is "as I'm picking up more ore and mass I'm reducing my top speed". Uhrg. Why not make it realistically and reduce acceleration?
I agree but remember that this is very early days. I have the Prototype and in this short period of time its amazing to see the differences and how far this game has come already. It has a long way to go as well I'm sure so stuff like this will be ironed out, I have no doubt.
 

Philip Coutts

Volunteer Moderator
Limit Theory updates always make me happy. There has always been something about this game, a freshness in the approach just something different. It maybe won't be the best game ever but Limit Theory 2........

Should also add that Josh is looking at the whole reducing the top speed when you are full of cargo thing again and may change it around to reduce the acceleration. At the moment he's done it the way he has to suit his gameplay ideas. Always worth a look at his daily programming log.
 
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http://www.youtube.com/watch?v=e8SOZxCXokg

Nice update here.

I particularly love his new frequency scanner (linear one, not the radial one he had) and the use of mining drones to pin point deposits. Makes mining more interactive and cool.

I hope Elite Dangerous has something similarly cool :)

Oops just noticed I am about 10 days behind everyone else... ah well :)
 
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I think he is one of the most remarkable developers i've ever found out about.


I completely agree.
He is really original in what he is doing and how he is doing it.
I recognize the same kind of enthusiasm that is present in David Braben.
Making space sims must be really fun.
I wish I could be as enthusiastic about my own job.

Parnell has many cool ideas and is able to implement them too.
I hope we will see variations of some of them implemented in ED.
 
The scanner is really interesting and cool. I'd love to see spectrum lines to differentiate different signals and have some skill involved in reading scanner signals.

What I didn't like to hear is "as I'm picking up more ore and mass I'm reducing my top speed". Uhrg. Why not make it realistically and reduce acceleration?

Had not heard of LT until this thread. The energy spectrum scanner idea is awesome. FD should borrow with pride and expand on it. Makes finding minable asteroids more interesting and introduces other potential gameplay options when dealing with ships, outposts, etc.
 
The LT March Update can be found here.

Looks at the dynamic trading aspect of the game and how that is directly linked to other aspects such as NPC management/mining.

Fantastic stuff.
 

Philip Coutts

Volunteer Moderator
I can't believe the depth behind this game, very detailed and carefully thought through. Looks like their is going to be a full economy driving the game forward.
 
I'm constantly amazed at the interface and how you have the ability to drill down into it as if you were simply navigating a database. I remember well the one where he was navigating ship systems, and could drill all the way down to a thrust component, and from their not only alter its power but also its colour when in use! Very impressive stuff.
 
The LT March Update can be found here.

Looks at the dynamic trading aspect of the game and how that is directly linked to other aspects such as NPC management/mining.

Fantastic stuff.

Loved that update! Can't wait to play it! :)

Actually even saw it before it was published on Youtube! ;)
 
The UI looks awesome.
The gameplay is getting more interesting all the time.
Josh obviously has a brain the size of a planet.

I am not a fan of the style of space smog everywhere, I will live with it.
The ships are getting much better though.

The game is looking like it could be really great.
 
I completely agree.
He is really original in what he is doing and how he is doing it.
I recognize the same kind of enthusiasm that is present in David Braben.
Making space sims must be really fun.
I wish I could be as enthusiastic about my own job.

Parnell has many cool ideas and is able to implement them too.
I hope we will see variations of some of them implemented in ED.

Since Kickstarter and such you got a lot of devs who are making there own game ideas. Wich is a very rare thing in game commercial industry. They make there own decisions on every level, only with feedback if wanted from the community.

So they can sing " I did it my way "

This s very common in Crowed funded project. But there are 10000 of those and many fail. There are only a few on the top. And small part do deliver. Those we know best the failings are lost in those large waves of releases and most unkown.

This means they don't just have talent on specific field, but must be very skilled on every aspect what goes into making games. Because the smaller the team less specilisation. If doing on your own your skillset must be very broad. As master in all.

PG get a lot of mytical hype. But I think the true skill is making a rock solid game engine architecture that is very extensible and maintainable where every aspect got the needed attention. And PG is a crusial solution detail as part in this game architecture. So very talented programmer in many fields. But game designer is also a crusial part.

It very rare that one person has so many talents.

The problem that occure is that even in small teams of say 5 not all expertise is fullfilled. In commercial larger team its a matter of budged planning and hire expertise and often in those larger teams all task are filled in, with specialist.


We like space games so we seek out games in this genre. There are milions of people with there own great game idea. But only a small part are dev.s lot of them are just people who want to break into this industry. Often without any experience.

The difference is only a small group of dev can make there idea real.
It't not the idea that count but its execution that makes a difference.

How he doing it? well in a conventional way you need large art team to produce content. Because there is no art team but a sole programer. There is this huge depence on PG. It't more of a need then a choices. PG is a solution you highly depend on, to devolop a game of this scale, alone. Also that game is more pure PG then its rivals made by much larger teams.

Most studio avoid PG because they can as there game idea is not so content demanding and keep the look and feel simple so one or two artist are enough.

So in this LT is uniek. While it more known rivals are hybrids. PG and conventional mix. That is because there team is larger with a art team or team members.

Also the problem I have with current games is the limit in space ships.
24 or 64 is not much where with a few centuries of space faring you got in 10000 types and much more uniek big once. Also with wide varity of tech levels.
Using PG could yield lot of space ships.

Also I don't care much about looks space craft must be more funtional design then wild cool look that make physicaly no sense.


It great to know that in the near future we got a decent amount of choice in space open sandbox games.
 
Pretty sure you can tone down the space smog and even get rid of it if you want.

Yes Philip, that is correct. Josh has always had a preference for the "pea souper smog" look but you will be able to tailor it to your own tastes or switch it off entirely if you don't like it. :)
 
Yes Philip, that is correct. Josh has always had a preference for the "pea souper smog" look but you will be able to tailor it to your own tastes or switch it off entirely if you don't like it. :)

I'm really pleased to hear that, it's pretty much the only thing that I haven't liked in the videos - for me it makes space feel claustrophobic.
 
I'm really pleased to hear that, it's pretty much the only thing that I haven't liked in the videos - for me it makes space feel claustrophobic.

I had several discussions about it with Josh in the early days of the project Hammerstein, in which he made valiant efforts to convince me of his point of view. I warmed to the idea a little but I still prefer the clear, crispness devoid of the effect. I can see it's usefulness for certain aspects of the game but I too am subject to bouts of claustrophobia at times.:D
 
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