The Limit Theory Thread

We have a devlog and some combat demo screenshots.

http://forums.ltheory.com/viewtopic.php?f=30&t=5693

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Nice to a glimmer of life, and it's reminded me what a good looking game LT is, or hopefully, will be.
 
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Philip Coutts

Volunteer Moderator
There is hope and indeed communication again and that is a massive step forward. Glad to have some new posts from Josh and wish him all the best.
 
Glad to hear, I was incredibly pessimistic but I wish him the best. It's easy to drown in a project when isolated and alone! Sure wish he had some more collaborators, he's clearly incredibly bright but inexperienced and could use some help!
 
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I bet he still beats SC to release.
Probably. Though that's really not that lofty of a goal. ;)

I saw his interview at whatever that recent game convention was. He honestly didn't seem all that happy. Like he went there because he had to, and spent a bunch of time and effort making a demo that wasn't representative of the game, and that he wasn't really happy with it (other than the perf aspect of getting several hundred npc ships functioning in the same instance).

Anyway, I feel like it would help to bring someone else on board. Another set of eyes and ears, and to just help with a bit of the workload would probably do wonders for both the project and his personal stress levels.

I do wish him well, but to be honest, I have little faith in us ever seeing the end product.
 
Probably. Though that's really not that lofty of a goal. ;)

I saw his interview at whatever that recent game convention was. He honestly didn't seem all that happy. Like he went there because he had to, and spent a bunch of time and effort making a demo that wasn't representative of the game, and that he wasn't really happy with it (other than the perf aspect of getting several hundred npc ships functioning in the same instance).

Anyway, I feel like it would help to bring someone else on board. Another set of eyes and ears, and to just help with a bit of the workload would probably do wonders for both the project and his personal stress levels.

I do wish him well, but to be honest, I have little faith in us ever seeing the end product.

I have little faith as well. I don't know about you but I didn't put that much into the Kickstarter project, the least amount to get the game. I was expecting a nice little game to allow me to practise for Elite: Dangerous which I thought at the time was going to be a bit more of an Eve-like experience.

The rod Josh has at his back is one that he's made for himself. I'm sure the majority of backers are like me and never wanted or expected the most perfect and brilliant space game ever. I was one of the many people who posted in the Kickstarter comments that his stretch-goal should be not to have any stretch-goals and to use the extra money to develop the game faster. The implication of the post was that he should employ an extra pair of hands, or to farm out/purchase some of the coding.

You can hear from that interview that knows what most of us have been saying to him. He can parrot back to us that he's able to be less of a perfectionist and that he understands the necessity of sleep, but I guess the descenting voices are the ones he hears loudest because those are the ones that resonate closest to the ones in his own head.

He's young, and the demo he clagged together for the show shows he's talented. I'm sure, despite whatever happens with Limit Theory, Josh Parnell is a name that's going to crop up in the future.
 
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And this was an interview he did around that PAX South event...

That whole interview felt horribly awkward for me. The visuals look stunning, but I'm less sure that Josh putting in some marathon session to mug up some throw-away demo makes much sense, other than maybe to prove how portable his code is.

I hope he can get some product out, which might remove some of the pressure, and then build on what he's delivered from there.

But if he can't then I hope he comes away unscathed and moves-on!
 
Well, it seems Josh has listened to me! lol

He's gone ahead and brought 2 more people on board. You can read about it in the latest devlogs on the site (I can't link here because work blocking, i believe it's the one dated may 26th)
He almost sounds shocked at how well it's working and how bad he's needed this.

...the glimmer of hope has brightened. :)
 
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Thanks Robert!

Yeah, wondering too. Seems he's not alone anymore, and the project is going well:

Jan 18 2018 ~ LT at PAX South
Limit Theory came to PAX South last week! Josh, Adam, and Lindsey were all there to greet and show everyone our PAX LT Combat Demo. Players were able to fly around a small planetary system and asteroid field and fight a decent number of opponents - with a decent number of allies as well. Players were also able to redesign their ships and spawn new ships as they pleased. A lot of people tried to break it, but it didn't slow down until it was simulating over 2000 ships, plus projectiles and full AI! Our engine work has really paid off! If you want to hear more, you can check out our official announcement (with video) on the forum. Stay tuned for more updates! The content implementation system is next, and after that it's pure gameplay!

PAX gameplay:

[video=youtube_share;pUTZ0KBJh_E]https://youtu.be/pUTZ0KBJh_E[/video]
 
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Wow, that's pretty cool. Last time I checked LT it was more or less a slightly fancier take on FE2. Great to see it back in full dev.
 
I check in on the official forums every now and again to have a peek at the devlogs. It's great to see that work continues but I had hoped by now that we would have had access to an updated prototype build. It seems odd to me that I would have to go to one of these shows to play this instead of it being made available to backers.
 
I stopped following LT a couple of years ago when it seemed stuck in development hell.
Good to see things coming back to life and I do hope they end up with the game Josh set out to develop.

The demo looks rather unimpressive and frantic compared to the older development video's Josh used to put out years ago.
 
Yeah, thanks for unlocking this thread.
I just pop in every few months to the Limit Theory Forums and see what progress is happening. Kinda the same pace as Star Citizen but with 350 less people and 150milj $ less too; but now they are catching up big time :D


This is on my buy list when it gets out - I loved the first interation of the GUI that Josh made, so sleek looking. But that was before the 'dark times' and I have no idea how it looks now, but hopefully much have been saved even through the rebuilt of the engine.


It will be interesting how 'alive' the precedural life with macro/micro info of what is happening will feel.



So now it is time again to take a dive back and see what has happened!
 
I stopped following LT a couple of years ago when it seemed stuck in development hell.
Good to see things coming back to life and I do hope they end up with the game Josh set out to develop.

The demo looks rather unimpressive and frantic compared to the older development video's Josh used to put out years ago.

I still follow the development from time-to-time. To that end...

The point of the demo isn't to show off "the game" - it's to show off the new game engine that can handle thousands of NPC ships at a time with very little slow-down. This was the development hell that Josh had painted himself into a couple of years back - his original engine that he'd worked so hard on couldn't handle it. He's got some help, it's all been rewritten from scratch, and now this one can.

It's a proof of concept more than anything else.

The game that Josh originally set out to develop is still the intention as far as I can tell.
 
I still check back in on this one every once in a while.
I'm glad that Josh has brought in some help, so hopefully things are moving in the right direction for him.
But to me, the game feels as far off as it's ever felt. :(
 
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