A spiritual and technical successor the infamous 2d space mmo Subspace
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README.md

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Build Status

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Subspace Infinity

A java port of Subspace Continuum, built on JME, Lemur, Zay-ES, Zay-ES-Net, SpiderMonkey, and the SimEthereal real-time object synching library. This modifies the sim-eth-basic to be ES based using the Zay-ES library.

To run: gradle run

Splash

Splash screen

Game

In game

Contributing

[TODO]

Subspace port: road map to the stars

Alpha

  • Game world with top down view and very basic controls of the ship
  • Physics
  • External modules
  • EventBus
  • Console command interface for external modules
  • Subspace features ported:
    • Choosing ship
    • Defense and offense with discrete and continuous usages
      • Guns
      • Bombs
    • Legacy map loading

Beta

  • Subspace features ported (per ship settings):

    • Defense and offense with discrete and continuous usages
      • Thor
        • Initial count
        • Max count
      • Mines
        • energy cost
        • energy cost when upgrading
        • fire delay
        • max active mines count
        • can see mines
      • Burst
        • Max count
        • Initial count
        • Count of shrapnel
        • Speed
      • Repel
        • Initial count
        • Max count
      • Warp
      • Rocket
        • Initial count
        • Max count
        • Rocket time
      • Brick
        • Initial count
        • Max count
      • Portal
        • Initial count
        • Max count
      • Decoy
        • Initial count
        • Max count
        • Max active decoys
      • Thruster
      • Guns
        • fire delay
        • fire energy cost
        • speed
        • energy cost when upgrading
        • max level
        • initial level
        • double barrel
      • Bombs
        • fire delay
        • fire energy cost
        • energy cost when upgrading
        • speed
        • max level
        • bounce counts
        • initial level
        • Max shrapnel
        • Shrapnel increment
        • initial damage
        • damage per upgrade
      • Multifire:
        • fire delay
        • fire energy cost
        • speed
        • angle
    • Ship utilities to be turned on/off
      • X-Radar
        • energy cost per time unit
      • Stealth
        • energy cost per time unit
      • Bouncing bombs/bullets
      • Proximity bombs
      • Stealth
        • energy cost per time unit
      • Cloak
        • energy cost per time unit
      • AntiWarp
        • energy cost per time unit
      • MultiFire
      • Shrapnel
        • Count increase when upgrading
        • Damage
    • Ship movement
      • Rotation
        • Initial speed
        • Max speed
        • Upgrades
      • Speed
        • Initial speed
        • Max speed
        • Upgrades
      • Recharge
        • Initial recharge
        • Max recharge
        • Upgrades
      • Energy
        • Initial energy
        • Max energy
        • Upgrades
      • Thrust
        • Initial thrust
        • Max thrust
        • Upgrades
        • Afterburner energy cost (thrust?) per time unit
    • Turrets
      • Thrust penalty
      • Speed penalty
      • Limit
    • Bounty and rewards (perhaps rewards are based on bounty tiers)
      • Initial bounty
      • Attach bounty
    • Soccer ball
      • Friction
      • Proximity
      • Throw time
      • Ball speed
    • Unknown
      • SuperTime=6000
      • ShieldsTime=4000
      • Gravity=1500
      • GravityTopSpeed=100
      • BombThrust=400
      • CloakStatus=0
      • StealthStatus=1
      • XRadarStatus=1
      • AntiWarpStatus=1
      • DamageFactor=30
      • PrizeShareLimit=100
      • EmpBomb=0
  • Subspace features ported (global settings):

    • Bounties and costs for purchasing
      • Quick charge
      • Energy
      • Rotation
      • Stealth
      • Cloak
      • AntiWarp
      • XRadar
      • Warp
      • Gun level
      • Bomb level
      • BouncingBullets
      • Thruster
      • TopSpeed
      • Recharge
      • MultiFire
      • Proximity
      • Glue
      • AllWeapons
      • Shields
      • Shrapnel
      • Repel
      • Burst
      • Decoy
      • Thor
      • Portal
      • Brick
      • Rocket
      • MultiPrize
    • Bullets
      • damage
      • damage per upgrade
      • Alive time
    • Bombs
      • damage
      • damage per upgrade
      • Alive time
      • ProximityDistance
      • JitterTime (screen shake?)
      • Close Bomb safety (if fired upon very close distance)
      • EMP upgrade
        • Shut down time
        • E Damage percent
        • B Damage percent
    • Mines
      • Alive time
      • Team max mines
    • Shrapnel
      • Speed
      • Inactive Shrap Damage
      • Damage percent
      • Random angle
    • Burst
      • Damage
    • AntiWarp
      • Range
    • Prize
      • Multi prize count
      • Prize Factor
      • Prize delay
      • Prize hide count
      • Minimum virtual
      • Upgrade virtual
      • Max exist
      • Min exist
      • Negative factor
      • Death prize
      • Engine shut down time
    • Flag
      • Flagger on radar
      • Flagger kill multiplier
      • Flagger gun upgrade
      • Flagger bomb upgrade
      • Flagger fire cost percentage
      • Flagger damage percent
      • Flagger bomb fire delay
      • Flagger speed adjustment
      • Flagger thrust adjustment
      • Carry Flags count
      • Flag Drop Delay
      • Flag Drop Reset Reward
      • Enter Game Flagging Delay
      • Flag Blank Delay
      • No Data Flag Drop Delay
      • Flag Mode
      • Flag Reset Delay
      • Max flags
      • Random flags
      • Flag reward
      • Flag reward mode
      • Flag territory radius
      • Flag territory radius centroid
      • Friendly transfer
    • Soccer
      • Ball bounce
      • Allow bombs
      • Allow guns
      • Pass delay
      • Mode
      • Ball blank delay
      • Use flagger
      • Ball location
      • Ball count
      • Send time
      • Reward
      • Capture points
    • Radar
      • Radar mode
      • Radar netrual size
      • Map zoom factor
    • Team
      • Max frequencies
      • Max per team
      • Max per private team
      • Force even teams
      • Desired teams
      • Spectator frequency
    • Kill
      • Max bonus
      • Max pentalty
      • Reward base
      • Bounty increase per kill
      • Enter delay
      • Kill points per flag
      • Kill points minimum bounty
      • Debt kills
      • No reward kill delay
      • Bounty reward percent
      • Fixed kill reward
      • Jackpot bounty percent
    • Repel (should now be physics based)
      • Repel speed
      • Repel time
      • Repel distance
    • Wormhole
      • Gravity bombs
      • Switch time
    • Brick
      • Alive time
      • Brick size
    • Rocket
      • Thrust
      • Speed
    • Door
      • Delay
      • Mode
    • Misc
      • WarpPointDelay=6000
      • DecoyAliveTime=3000
      • BounceFactor=22
      • SendPositionDelay=10
      • SlowFrameCheck=0
      • AllowSavedShips=1
      • SafetyLimit=90000
      • FrequencyShift=900
      • TickerDelay=1000
      • ExtraPositionData=0
      • WarpRadiusLimit=1024
      • ActivateAppShutdownTime=1500
      • NearDeathLevel=0
      • VictoryMusic=1
      • FrequencyShipTypes=0
      • BannerPoints=5000
      • MaxLossesToPlay=0
      • SpectatorQuiet=0
      • TimedGame=0
      • SheepMessage=Sheep successfully cloned -- hello Dolly
      • ResetScoreOnFrequencyChange=0
      • MaxPlaying=0

1.0 [TODO]

Authors

  • Asser Fahrenholz - Initial work and Subspace port - AssoFohdz
  • Henning Sonne - AI and TD game logic -

See also the list of contributors who participated in this project.

License

[TODO]

Acknowledgments

Big thanks to the JME community and Paul Speed who has laid the foundation with the awesome Zay-ES framework and his game example.

Thanks to the Subspace/Continuum developers who keeps the game alive. If not for them, this java port would not be here.