With a little after-hours studio in-depth testing becomes an issue. We are doing my best to test everything I write, but our resources are limited, so we often miss some edge cases. That’s where our[…]
Time to add AI-controlled ships. Since all movement ΔV is physics based, AI has to be physics aware. This is first attempt of AI-controlled flight: Seems to work well enough. Collision avoidance is bit reckless, but[…]
Introducing the commercial hub orbiting Enceladus and base of your operations. Station is a cylinder with over 1km diameter and 6km length. Most of the materials used for construction are mined locally in Saturn’s rings. As[…]
For every action, there is equal and opposite reaction. Thrusters exhaust near-plasma gas that pushes ship back. But the same gas will push anything it hits in opposite direction. Physics at work.
Today I finally got around to polishing some visual aspects of the exhaust. Plume no longer just grows trough everything, it will dissipate when it hits something. It also pushes and melts the rock. The[…]
ΔV: Rings of Saturn is listed on are a steam now. You can follow our release progress there, or simply add it to wishlist to show your interest and support.
But game won’t stop you. You won’t get very far tough. Today I added more systems damage: fuel rods jamming, forced rods engagement under high acceleration, thrusters shutting down under high centrifugal forces and finally[…]
I created a subreddit for ΔV: Rings of Saturn – as both community hub and a support forum. You can find it here, or in the top-right icon menu.
Games usually handle damage via hitpoints, or similar concepts. But my car does not explode if I kick it a thousand times – and neither should a spaceship. Those are sophisticated machines with many levels[…]
Pause menu is not something you imagine doing when making games, but it has to be there. Another piece of dark work that is hardly noticeable once it’s there. Settings menu got complete settings, with[…]