JobLeonard
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« Reply #180 on: November 20, 2014, 01:33:54 AM » |
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Happy joy-joy :D
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friken
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« Reply #181 on: November 20, 2014, 02:17:12 PM » |
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Happy joy-joy :D
heh... yep. I'm loving the writing so far. Lots of good lighthearted stuff along w/ some good gritty scifi. Not to find some good voice talent and get cranking on voiceovers.
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JobLeonard
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« Reply #182 on: November 21, 2014, 08:07:07 AM » |
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So far it seems to have just the right tone to make me nostalgic for Star Control 2 and the original Star Trek series. Who was responsible for the writing again?
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« Reply #183 on: November 30, 2014, 10:59:25 AM » |
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So far it seems to have just the right tone to make me nostalgic for Star Control 2 and the original Star Trek series. Who was responsible for the writing again?
My wife and I, though she by far the better of the two.
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JobLeonard
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« Reply #185 on: December 01, 2014, 12:32:06 AM » |
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Are the Moknon (implicitly) going to break the 4th wall and refer to how people have played this game repeatedly?
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« Reply #186 on: December 04, 2014, 08:21:49 AM » |
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Are the Moknon (implicitly) going to break the 4th wall and refer to how people have played this game repeatedly?
They may --- I worked on a new collision system for energy weapons yesterday and created a few interesting bugs. This one was at least pretty:
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JobLeonard
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« Reply #187 on: December 04, 2014, 09:25:13 AM » |
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That could work for hyperspace jumps.
Does the game feature hyperspace jumps?
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« Reply #188 on: December 04, 2014, 10:58:48 AM » |
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hyperspace yes, jumps, no.
you will control ships in hyperspace similar to navigating between planets.
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JobLeonard
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« Reply #189 on: December 05, 2014, 01:11:29 AM » |
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Ah, so Star Control 2 style, more or less?
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friken
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« Reply #190 on: December 09, 2014, 10:03:49 PM » |
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Added auto-lockon for beam weapons. And ability to randomize non-locked on for things like lightning.
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JobLeonard
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« Reply #191 on: December 10, 2014, 12:14:56 AM » |
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That looks gorgeous. Also, you're blurring the edges a bit I see? Appropriate - old space photography usually had extremely open apertures (the Apollo missions had a f/0.95 I believe) and relatively blurry edges as a result.
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JobLeonard
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« Reply #193 on: January 06, 2015, 10:55:35 AM » |
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I uh... I kind of expected that to turn into a hardcore rave party near the end
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« Reply #194 on: January 06, 2015, 10:58:07 AM » |
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I uh... I kind of expected that to turn into a hardcore rave party near the end is that a good thing?
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JobLeonard
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« Reply #195 on: January 06, 2015, 01:01:25 PM » |
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I think so. What's their soundtrack going to be?
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JobLeonard
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« Reply #197 on: January 11, 2015, 04:06:04 AM » |
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That makes me feel tiny. Good work!
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« Reply #198 on: January 26, 2015, 10:42:29 AM » |
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I'm back from Pax South. It was fun to meet some new devs. It was smaller than I expected, but being the first year it was a great start. It was indie heavy, so that was great to see. I'm back at it. I'm trying to finish up the procedural planet scripts today (or at least move on as I have spent way too much time w it already). I have used substances for rock worlds, but finally gave up trying to use them for gas giants and instead have a handful of base textures and using a lot of different layers/shader stuff on top to procedurally change the look/feel. Here are some outputs: little video of one of them and FOV zoom so you can see some detail.
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« Reply #199 on: January 26, 2015, 12:44:02 PM » |
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This week I'm working on two game settings. First up, star diving. As one could guess, stars will play a major storyline role in StarDiver. One of the main alien races call stars their home and you will slowly build up the technology to play with them on their home turf. Here is an early look at what flying around in a star looks like: youtube here:
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