Admirals of Ophiuchus

Please, reload page 1

Design massive ships, bristling with weapons, on a macro scale using a 2D, level-by-level ship designer. Recreate your favorite ships or craft entirely new ones. Equip your ship with the right blocks for the job, there are many game mechanics to exploit.

Engage in fleet-vs-fleet battles, featuring many different weapons, swarms of drones, and advanced hacking tactics. Try the realistic projectile physics, self guided missiles or instant-hitting lasers.

Detailed description:

Your designs, your fleet

Designing ships is the core gameplay. You construct massive vessels from blocks, where every part has a functional purpose. From arrays of weapons, thrusters, shield generators to hull plating, they aren't just cosmetic. Their arrangment dictates how your ship survives and performs in the heat of battle. Victory comes from finding the right synergy between your custom ship designs and your positioning on the battlefield.

Advanced designing tools

Our ship building approach is focused on a quick building of huge ships and easy access to the internal structure. First, you play as the lead designer, so you dont have draw all cables and tiny corridors yourself. You can focus only on the overall shape and layout. And second, the ships are not build in the first person view, but drawn in a 2D layout, every layer by layer separate. To compensate the limitations of this approach, we allow to look at the 2D layering from a different side and to view all layers at once projected into one. And to overcome the creativity limitations of the blocks system, each ship could consist of several grids. And each grid can be positioned and oriented independently.

Tactical Command

After you have designed your ships, its time to test them perform. Command each ship in the fleet by controlling its movement, aiming point and patern of weapon groups, its drones and software support and combat capabilities. Or leave that to the automated systems and focus on the battle strategy. But remember, success depends on how your ships work together.

Physics-Driven Warfare

Combat is governed by the newtonian physics. You have to account for long travel time of physical rounds or power management for instant hitting lasers and for trajectories of self-guided missiles. Dodge incoming fire by acceleration from your power hungry thrusters, but think about, how will you then deaccelerate. Or turn the favors to your advantage with one well-placed hacking or a boarding party which can slowly damage the enemy ship from inside.

The game is currently in an early preview stage. The ship designer and core combat mechanics are largely complete, but visuals-such as models, textures, and animations-are still in development, as refining the gameplay logic was our top priority.

At this stage, combat gameplay allows players to assemble their fleets and engage in battles. More features are planned for future updates.

A list of "TODO" (crossed means completed):

Features:

-Selected ship camera panel
-Firegroup target aiming camera panel
-Strategic overview camera mode
-Add anti-aliasing and shadow into settings
-Show average firegroup reload progress
-Trajectory and velocity visualisation
-Ship mesh exporter, 3D print-ready versions of block models
-Ship trajectory visualisation
-Better feedback from shot hits
-Blocks falling off, when not connected to the rest of the ship anymore (currently only small turrets and armour plates do)
-Add controls over the defenders marines in boarding action
-Improve strategic view clarity - project positions (ships and asteroids) on the strategic plane
-RTS style controls for ships in strategic view
-Quick activation of favorite softwares (up to ten, initially its based on user, rather based on ship)
-Warning when ship is getting hacked
-Post battle stats
-Filter blocks in ship damage state visualisation
-Utilities selection in fleetbuilder (like drones, cargo, ships into shiphangars)
-Full drones list in battle
-Fleet formation editor
-More robust networking
-Combat missions, mini campaigns, with progression (unlocking blocks, ship sizes)
-Improve AI auto target selection
-AI movement evading ships, asteroids etc
-Ability to set custom priorities for certain block types for the AI auto aiming
-Load stations into the battle not in fleet
-CM rework:
 --separate CM into directions
 --disallow shooting at ships and missiles at once
 --rework hitting multiple missiles at once

Visual enhancements:

-Fix turret aligments
-Finish missing block models
-Refine lightning
-Lasers optimalization
-Render each drone from the wing
-Basic ship recolor option
-More light options, TODO: move the temporary nearby star/sun to infinity
-Fix all block UV maps (weird stretching)
-Visualise block damage in normal view (either flat textures of damage or maybe deform blocks using vertex shader?)
-Fix the maneuvering thrusters placement on ships of unusual shapes
-Make proper thruster animations for the small (and multi) thrusters
-Fit creation of new projectiles to their invidual barrel positions (replacing the temporary solution we have now)
-Better and more rocket models
-Better and more drone models
-New aiming point reticle
-Camera shake effect
-Restore the super cool lightning weapons effect
-Optimize CPU-GPU communication by bulk updating using textures
-Various block animations, starting with retracting solar and radiator panels
-Dynamically generated galactic backgrounds
-Add more asteroids variations
-Interpolate orientation change of drone wings
-Ship exterior editor:
 --move (a little) or add mesh vertices for more detail
 --the new geometry affects projectile hits, but not ship parameters
 --color invidual blocks
 --paint decals

Maybe:

-Space objects (asteroids, minefields)
-Make asteroids selectable, targetable and destructible
-Ship modifications (trading some general ship aspects for other)
-Strikecrafts (crewed vessels fitting between drones and ships)
-Make grids rotable and translate-able
-Special grid in SD to quickly look at the ship from tilted angle
-Recreate SD entirely in Godot?

Long term vision:

MMO open world game about exploration, colonization, player organizations, industry, territorial wars, trade and most importantly - designing the right ship for each task.
There is no first person walking and shooting - everything is only about the ships.

The world would consist of star systems with planets, moons and asteroid belts. All obeying orbital mechanics. Fleets travel between them either by proper orbital maneuvering, or using their warp drives or flying trough warp gates. There are at least 5 factions controlling the interstellar territory.
-3 main factions (they differ in ideology and ship designs)
-Trading confederacy (friendly to each of the main factions)
-Pirates / anarchists (enemy to everyone)
Some territories cannot change ownership, most can trough player actions.

Activities to do:
-Design ship plans and sell the designs for ingame profit on the designs market. But make sure they dont end in the hands of your enemies.
-Collect resources to build and maintain a strong fleet. And trade with players materials, ship designs or entire planets.
-Gain experience through activities to unlock or improve capabilities, such as maximum fleet size or total industry zones.
-Explore and quantify many procedurally generated solar systems, to claim their ownership.
-Acquire ship modifications through trade, NPC encounters, exploration, or looting. Each modification type has multiple rarity levels.
-Colonize space objects, or build stations in orbits or Lagrange points.
-Build industries and manage logistics with habitable bases to extract local resources.
-Produce ships from designs to supply your fleet with reinforcements.
-Search for secret objectives and missions to gather the best ship modifications, strenghtening her stats.
-Defend your stations and supply lines from pirate (players or NPC) raids.
-Form organizations and lead many players to a victory in a huge strategic battles of dozens of ships.

News:

Used visual assets:

The Milky Way panorama, ESO/S. Brunier available at: https://www.eso.org/public/images/eso0932a/

ID 153693476 © Maxim Zhuravlev | Dreamstime.com

ID 153693490 © Maxim Zhuravlev | Dreamstime.com

Concrete Panels, by ydd 3D, Blenderkit

Solar Panel, by Haron Tosh, Blenderkit

A fully customizable 3D model of asteroids, by neomaster-nm, CGTrader

Used music:

Admirals of Ophiuchus original soundtracks by Liam Monroe.

Hungarian Rhapsody no. 2, S. 244/2, orch. arr. performed by US Navy Band, licensed as PDM 1.0:
https://creativecommons.org/publicdomain/mark/1.0/
Hungarian Rhapsody no. 2, S. 244-2 performed by Martha Goldstein, licnesed under CC BY-SA 3.0:
https://creativecommons.org/licenses/by-sa/3.0/
Both downloaded From Musopen: https://musopen.org/

The Planets, Op. 32 - IV. Jupiter, the Bringer of Jollity performed by
Skidmore College Orchestra,
The Planets, Op. 32 - I. Mars, the Bringer of War and II. Venus, the Bringer of Peace performed by
USAF Heritage of America Band,
all downloaded from https://musopen.org/music/43775-the-planets-op-32/#recordings,
are licensed under CC0 1.0 (public domain), available at https://creativecommons.org/publicdomain/zero/1.0/,

1812 Overture and
Rachmaninoff Piano Concerto no. 2 in C minor, Op. 18 performed by
Skidmore College Orchestra,
downloaded from https://musopen.org/music/5072-1812-overture-op-49/#recordings,
and https://musopen.org/music/5763-piano-concerto-no-2-in-c-minor-op-18/
are licensed under CC0 1.0 (public domain), available at https://creativecommons.org/publicdomain/zero/1.0/.

Morceaux de fantaisie, Op. 3 - 2. Prélude in C sharp minor (Digital transfer) performed by
Sergei Rachmaninoff (and digitalized),
Downloaded from https://musopen.org/music/1216-morceaux-de-fantaisie-op-3/
is licensed under CC0 3.0 (public domain), available athttps://creativecommons.org/licenses/by/3.0/,

Beethoven Symphony No. 7, movements I, II, III, performed by
Lambis Vassiliadis (Liszt transcription),
downloaded from https://musopen.org/music/2569-symphony-no-7-in-a-major-op-92/,
are licensed under CC0 1.0 (public domain), available at https://creativecommons.org/publicdomain/zero/1.0/.

Beethoven Symphony No. 7, movement II - allegretto, performed by
John Michel,
downloaded from https://en.wikipedia.org/wiki/File:JOHN_MICHEL_CELLO-BEETHOVEN_SYMPHONY_7_Allegretto.ogg,
are licensed under CC BY-SA 3.0, available at https://creativecommons.org/licenses/by-sa/3.0/deed.en,

Beethoven Symphony No. 7, movement IV - finale, performed by
John Michel,
downloaded from https://en.wikipedia.org/wiki/File:JOHN_MICHEL_CELLO-BEETHOVEN_SYMPHONY_7_Finale.ogg,
are licensed under CC BY-SA 3.0, available at https://creativecommons.org/licenses/by-sa/3.0/deed.en,

Rachmaninoff Prelude no. 12, from Op. 32, performed by
Jeremy Ng,
downloaded from https://musopen.org/music/43987-prelude-no-12-from-op-32/,
are licensed under CC0 1.0 (public domain), available at https://creativecommons.org/publicdomain/zero/1.0/,

Saint-Saëns Introduction and Rondo Capriccioso, Op. 28, performed by
Silei Li,
downloaded from https://musopen.org/music/44082-introduction-and-rondo-capriccioso-op-28/
are licensed under CC0 1.0 (public domain), available at https://creativecommons.org/publicdomain/zero/1.0/,

Chopin Ballade no. 1, Op. 23, performed by Frank Levy,
Downloaded from: https://musopen.org/music/603-ballade-no-1-op-23/
licensed under PDM 1.0 (Public domain), availble at https://creativecommons.org/publicdomain/mark/1.0/,

Nocturnes, Op. 32 - No. 2. Nocturne in A♭ major, performed by Olga Gurevich,
Downloaded from: https://musopen.org/music/109-nocturnes-op-32/
licensed under PDM 1.0 (Public domain), availble at https://creativecommons.org/publicdomain/mark/1.0/,

Beethoven Piano Sonata No. 14 in C♯ minor “Moonlight” Op. 27 No. 2, performed by
Paul Pitman,
downloaded from https://musopen.org/music/2547-piano-sonata-no-14-in-c-sharp-minor-moonlight-sonata-op-27-no-2//
are licensed under PDM 1.0 (public domain), available at https://creativecommons.org/publicdomain/mark/1.0/,

Used sound effects:

WGS Sound FX - Explosion 1 created by Retimer,
downloaded from https://opengameart.org/content/wgs-sound-fx-explosion-1,
is licensed under CC BY 3.0, available at https://creativecommons.org/licenses/by/3.0/.

Cloud click created by Mobeyee Sounds,
downloaded from https://opengameart.org/content/cloud-click,
is licensed under CC BY 4.0, available at https://creativecommons.org/licenses/by/4.0/.

Metal Click by Mobeyee Sounds,
downloaded from https://opengameart.org/content/metal-click,
is licensed under CC BY 4.0, available at: https://creativecommons.org/licenses/by/4.0/

Sci-fi shwop 1 by Arthur,
downloaded from https://opengameart.org/content/sci-fi-shwop-1,
is licensed under CC BY-SA 3.0, available at: https://creativecommons.org/licenses/by-sa/3.0/ and GPL 3.0 and GPL 2.0

Space Ship Shield Sounds by bart,
downloaded from https://opengameart.org/content/space-ship-shield-sounds,
is licensed under CC0 (public domain), available at: https://creativecommons.org/publicdomain/zero/1.0/

Chimey UI Sounds by MouseBYTE,
downloaded from https://opengameart.org/content/chimey-ui-sounds,
is licensed under CC0 (public domain), available at: https://creativecommons.org/publicdomain/zero/1.0/

7 Space Sounds by Joth,
downloaded from https://opengameart.org/content/7-space-sounds,
is licensed under CC0 (public domain), available at: https://creativecommons.org/publicdomain/zero/1.0/

Flashpoint created by Tim Mortimer,
URL: http://www.archive.org/details/TimMortimer
License: Creative Commons Attribution 3.0
Distributor: OpenGameArt.org

explosion01.wav by V-ktor
https://freesound.org/s/434426/
License: Creative Commons 0

Sci-Fi_Explosion_2.wav by Anomaex
https://freesound.org/s/490266/
License: Creative Commons 0

Space Explosion with reverb.wav by morganpurkis
https://freesound.org/s/394127/
License: Creative Commons 0

spaceexplosion.wav by ddragonpearl
https://freesound.org/s/463350/
License: Creative Commons 0

Sci Fi Explosion 2.wav by suspensiondigital
https://freesound.org/s/389711/
License: Creative Commons 0

Space Laser by tfodor
https://freesound.org/s/253408/
License: Creative Commons 0

SpacePodThursters by SeaLionStudios
https://freesound.org/s/773036/
License: Attribution 4.0

mysterion low ship humming.mp3 by Karma-Ron
https://freesound.org/s/130883/
License: Creative Commons 0

FX background drone - spaceship (+FX).wav by Karma-Ron
https://freesound.org/s/130885/
License: Creative Commons 0

karma-ron - fx background drone spaceship (requested).wav by Karma-Ron
https://freesound.org/s/182047/
License: Creative Commons 0

thrusters_loop.wav by DJT4NN3R
https://freesound.org/s/347576/
License: Creative Commons 0

Spacecraft_Explosion_Abstract Sdfx by Cell31_Sound_Productions
https://freesound.org/s/268222/
License: Attribution 4.0

Missile Blast 3 by magnuswaker
https://freesound.org/s/540068/
License: Creative Commons 0

Explosion 1.wav by theplax
https://freesound.org/s/560580/
License: Attribution 4.0

spaceship_woob_woob_01.wav by Ideacraft
https://freesound.org/s/345110/
License: Attribution 3.0

rev spaceship drone full wet resample 2 - metallic.wav by Imitatia Dei
https://freesound.org/s/96465/
License: Creative Commons 0

Abstract Spaceship A01, Descending.wav by InspectorJ
https://freesound.org/s/417046/
License: Attribution 4.0

Spaceship 20.flac by sumsa
https://freesound.org/s/98031/
License: Attribution 3.0

Incoming Artillery Strike Cinematic Explosion by EvanBoyerman
https://freesound.org/s/530886/
License: Attribution 3.0

Sci-Fi_Explosion_1.wav by Anomaex
https://freesound.org/s/490255/
License: Creative Commons 0

Cinema Boom impact #3 by beman87
https://freesound.org/s/162848/
License: Attribution 3.0

Climactic Boom.wav by lagomen
https://freesound.org/s/117091/
License: Attribution 4.0

Huge Explosion by unfa
https://freesound.org/s/259300/
License: Creative Commons 0

Huge Explosion Part 2 - Impact by bevibeldesign
https://freesound.org/s/366088/
License: Creative Commons 0

boom2.wav by NoiseCollector
https://freesound.org/s/6720/
License: Attribution 3.0