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TIGSource ForumsCommunityDevLogsForge On - procedurally generated​ open world space combat sim
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Author Topic: Forge On - procedurally generated​ open world space combat sim  (Read 13770 times)
Pixel Noise
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« Reply #120 on: October 21, 2017, 02:44:10 PM »

Omg I love how this is starting to look. Ship creation is looking very simple and intuitive - I felt like that could almost have served as a trailer - maybe if you looked around an asteroid or two and then did some mining. And I don't know how much thought went into it, but I liked the sparser ambient music - it gave it a very open and maybe lonely sort of feeling.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
BeardLogic
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« Reply #121 on: October 21, 2017, 07:31:52 PM »

Omg I love how this is starting to look. Ship creation is looking very simple and intuitive - I felt like that could almost have served as a trailer - maybe if you looked around an asteroid or two and then did some mining. And I don't know how much thought went into it, but I liked the sparser ambient music - it gave it a very open and maybe lonely sort of feeling.

Thanks man! I really appreciate it, that is very encouraging.  To be honest Friday was a big push for me to even get the video out so I threw it together as fast as I could; I'm extremely pleased you think it shows well.  I'm also thrilled that it comes off as lonely and open as that supports the story of the game.  Definitely what I was hoping for.  Grin
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BeardLogic
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« Reply #122 on: October 27, 2017, 11:43:05 AM »

Added some cool new features with this build.  Group selection is a thing now, you can select a parent part and all of it's children will follow.  I've also added weapons back in!

Having a tough time figuring out what to do with all those connection lines.  They need to be visible but probably not all at the same time.  There are some that need to be seen through parts (so another part can be inserted between two parts) so that complicates things.  Anyone have any ideas on this?





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BeardLogic
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« Reply #123 on: November 03, 2017, 10:53:27 AM »

Still working out the bugs, but here's a sneak peak at what fast travel should look like.





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Zireael
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« Reply #124 on: November 04, 2017, 04:38:35 AM »

That's one nice star!
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BeardLogic
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« Reply #125 on: November 04, 2017, 08:28:47 AM »

Thanks you!
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BeardLogic
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« Reply #126 on: November 10, 2017, 11:12:40 AM »

Showing off fast travel and the scale of the universe.  That asteroid is over 8.5 million kilometers away in game.  Pretty fast traveling if you ask me.

Looking at getting the Point of Interest system up and running next week.  Once that's done the game will really start shaping up.





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BeardLogic
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« Reply #127 on: November 17, 2017, 12:34:22 PM »

Demonstration of the Levels of Detail, smooth loading and the start of something... big.

Starting to populate the areas around planets.  Right now it's fairly linear but I hope to have something more interesting soon.  The asteroids shown are procedurally generated without any framerate loss.  Pretty happy with that.  Hope to get more in there this coming week.




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Zireael
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« Reply #128 on: November 18, 2017, 12:17:28 AM »

What do those red and white chevrons/arrows signify? One seemed to be pointing towards the asteroid you were flying next to...
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Babar
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« Reply #129 on: November 18, 2017, 04:15:42 AM »

I am hyped ! Keep up the good work  Screamy
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BeardLogic
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« Reply #130 on: November 18, 2017, 07:18:25 AM »

What do those red and white chevrons/arrows signify? One seemed to be pointing towards the asteroid you were flying next to...

Currently they are the easiest way for me to travel; for development purposes.

They are the new radar system, eventually the player will be able to setup their own markers.  If they find something interesting like a resource deposit they will have an easy way to get back to it.

I am hyped ! Keep up the good work  Screamy

Thanks man, I appreciate the enthusiasm!
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BeardLogic
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« Reply #131 on: November 24, 2017, 02:46:48 PM »

I was hoping to get more "stuff" in the area generation this week but it turns out I needed to do build infrastructure to get that to work correctly.  Got that done though so hopefully next week.  Wizard

In the mean time:

Check out the procedural generation of the asteroid meshes.  Shouldn't have to worry about exploring the same asteroid twice!




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BeardLogic
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« Reply #132 on: December 01, 2017, 12:30:57 PM »

Starting to get a feel for what the primary exploration gameplay might feel like!  Check it out.  Starting to shape up well.

Still need to get some more diversity both in the placement and asteroids.  A big chunk of this week was spent making sure the placement/generation of objects doesn't adversely affect the frame-rate.  So far so good! 




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Pixel Noise
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« Reply #133 on: December 02, 2017, 01:31:30 PM »

Speaking of frame rate, I'm curious how loading is going to work? You may have already addressed this and I forgot, but will there be "zones", so to speak, or?...it's a big universe out there
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
BeardLogic
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« Reply #134 on: December 02, 2017, 03:43:00 PM »

Speaking of frame rate, I'm curious how loading is going to work? You may have already addressed this and I forgot, but will there be "zones", so to speak, or?...it's a big universe out there

Hey Pixel Noise!  I don't think I have explicitly addressed this, partially because I wasn't sure what I was going to be able to pull off.  However as it stands it looks like I'm going to be able to use seamless loading.  A lot of the work I have done the past few weeks has been to support this around planets.  It appears to be working well enough, a little tweaking required yet but it's coming together!
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Pixel Noise
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« Reply #135 on: December 02, 2017, 03:59:22 PM »

That is excellent, because exploration is looking awesome, and loading would definitely kill that vibe.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
BeardLogic
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« Reply #136 on: December 02, 2017, 04:03:03 PM »

Thanks man!  I agree, it should be as smooth as possible Grin.
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Zireael
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« Reply #137 on: December 03, 2017, 05:55:47 AM »

Zipping through a tunnel in an asteroid  Hand Clap

What is that purple cloud thing, though? I thought it was a nebula, but then I noticed it seemed to be at a constant distance to the ship, some sort of a range marker?
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BeardLogic
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« Reply #138 on: December 03, 2017, 12:49:45 PM »

Hey Zireael, thanks!  My plan with the purple cloud is to make some sort of harvest-able gas.  It's still a work in progress; the version that is in the video has a bug where it appears behind objects when it shouldn't.  I fixed the bug yesterday so it should look better in future videos.   Grin
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io3 creations
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« Reply #139 on: December 03, 2017, 01:53:08 PM »

Looking good so far. Smiley


"Seamless universe" is also the idea for Beyond Good and Evil 2
"If they can do it, so can you!" :D



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