Where no man has dug before
Coming this fall on Windows, Mac and Linux.
and occasionally writes a devlog
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
Knowledge of contents of your cargo hold is a key for successful excavation business. While skilled geologist can tell mineral composition by
Autopilot control got complete overhaul. Pilot can now point orientation of the ship with a mouse and control desired movement vector independently
I made new procedural materials for the K37 model. They have a quite complex model, but since I’m not rendering that model
A decided to get the K37 a complete makeover. While earlier versions had all the necessary systems, they didn’t really look like
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.
Sometimes you design a game mechanics, and sometimes, when you are lucky enough, it emerges out of nowhere and surprises you. ΔV
Both “ΔV” and “In Dead Company” use 2D sprites with normal maps to make 3D visual lighting effect. Oversimplifying, a normal map