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[…]
Since the troublesome 2D lighting bug was fixed in Godot engine I can finally add a proper spotlight to the ships. It was a good opportunity to enable the ringdust.
Coming this fall on Windows, Mac and Linux.
I spent most of the recent week debugging and fine-tuning the game. Nothing spectacular, just few touches here and there, addition of vibration feedback for gamepad, automatic control scheme detection, fixing some audio glitches, fine-tuning[…]
Knowledge of contents of your cargo hold is a key for successful excavation business. While skilled geologist can tell mineral composition by visual observation alone, this in not a reliable method. Luckily Rosatom-Antonow K37 cargo[…]
Autopilot control got complete overhaul. Pilot can now point orientation of the ship with a mouse and control desired movement vector independently from orientation. This allows fine control required to catch asteroids with extractor. LIDAR was augmented[…]
I made new procedural materials for the K37 model. They have a quite complex model, but since I’m not rendering that model in-game it only affects renderings of the sprites. Procedural model uses vertex map[…]
A decided to get the K37 a complete makeover. While earlier versions had all the necessary systems, they didn’t really look like a real ship. I did some research on industrial design and came with[…]
A preview on work-in-progress re-imagining of Rosatom-Antonov K37 Turbined Nuclear Thermal Rocket with Lorentz-effect accelerator. Pictured ship without impact shielding.
Godot 3 has a built-in normal mapping shader for 2D sprites. It works, but doesn’t really offer anything outside standard normal mapping. I want more. My new shader adds separate diffuse, specular and ambient occlusion[…]