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[…]
Every software developer will tell you that last 10% of any project takes up 90% of the time. Tim Ruswick from Game Dev Underground calls this dark work – and he is accurate. It’s the[…]
Here comes one of early drafts of games establishing shot and ring exit sequences: Establishing shot is the critical one, on which I spent most of my time editing. It needs to quickly and[…]
Exciting news! ΔV is no longer a solo-developed game. Joining the team are Evader as music supervisor and composer and Ringelen as graphics artist. What does it mean for you, players? For starters – more graphics[…]