Skip to content

ArthurDEV44/delta-v

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

19 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

DeltaV

Space agency immersive-sim — you are the commander, you build the agency, you fly the rockets.

Status: Pre-Production Engine: Unreal Engine 5.7+ Language: C++ Platform: Windows / Steam

What is this

DeltaV is a browser-of-one solo-dev game project that combines three genres rarely seen together:

  • Immersive-sim — you walk around your space agency base in third-person, talk to your MetaHuman crew, interact with consoles. Ambience inspired by Observation and Tacoma.
  • Management game — you grow your agency mission by mission. XP and scaling come exclusively from loot brought back (resources, scientific data, artifacts). No grind, no microtransactions.
  • Action flight-sim — you pilot the rocket you just prepared. Launch sequence à la SpaceX livestream (ignition, max-Q, MECO, staging, fairing jettison), orbital piloting with burns and trajectory prediction, reentry with plasma ablation shader, propulsive or parachute landing. Orbital math inspired by Kerbal Space Program (patched conics, f64 throughout).

The gameplay loop chains four playable phases (no cutscenes): Base (TPV walking) → Launch (multi-cam broadcast) → Orbital (piloting) → Reentry & Landing.

Current status

Pre-production. The Product Requirements Document is finalized and ready for implementation. 67 user stories organized into 12 phased releases, estimated 30–40 calendar weeks of solo development.

  • ✅ Engine & stack decisions locked (UE 5.7+ C++, Chaos + custom Kepler rail dual-tier physics, Lumen HW RT, MegaLights, Nanite, MetaHumans, Mountea Dialogue, GenericGraph tech tree)
  • ✅ Architecture documented
  • ✅ Top 3 technical risks identified with mitigation strategies
  • ⏳ Phase 0 (project setup + first passing Kepler Automation test) — next

Tech stack

Layer Choice
Engine Unreal Engine 5.7+ (tested: 5.7.4) — always-latest policy
Language C++ (Blueprints for wiring only)
Rendering Lumen Hardware RT, Nanite, Volumetric Clouds
Physics Chaos rigid body (local) + custom Kepler f64 (long-range) with dual-tier switching
Orbital math Patched conics, Newton-Raphson, Leapfrog symplectic fallback
VFX Niagara GPU (exhaust, plasma, smoke)
Audio MetaSounds
Characters MetaHumans (crew) + native UE character (commander)
Dialogue Mountea Dialogue System
Tech tree GenericGraph + custom UDataAsset
Tests UE Automation Framework (headless CLI)
Distribution Steam (Windows) — no web, no Mac/Linux in MVP
VCS Git + LFS

Repository layout

delta-v/
├── docs/
│   ├── PRD.md                  # Full Product Requirements Document
│   └── prd-status.json         # Machine-readable story tracker
├── README.md                   # You are here
└── (UE5 project files land here on first Windows session — Source/, Content/, Config/, etc.)

Why this exists

Developed solo by @ArthurDEV44 — a web developer diving into UE5 C++ for the first time. Shipping-focused, parental constraints real, no deadline, quality over speed.

The project is public for transparency, portfolio visibility, and to share the devlog. Contributions are not currently accepted (solo-dev discipline), but feedback and discussion are welcome via Issues.

Inspirations

Kerbal Space Program (simulation), Observation & Tacoma (immersive TPV), Everspace 2 (juice & game feel), SpaceX livestreams (cinematic clean camera work). Visual direction: clean PBR realism — hero asset quality à la Star Citizen / Arena Breakout Infinite / PUBG Black Budget, not gritty photoréalisme.

License

TBD. Codebase will be proprietary (Steam commercial release). Documentation in docs/ is © Arthur Jean, all rights reserved until further notice.

About

Space agency immersive-sim. Solo-dev UE5 C++ project. Pre-production. 4-phase gameplay loop (base walking → launch → orbital → reentry).

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors