Render sprites with normal maps in Blender
Both “ΔV” and “In Dead Company” use 2D sprites with normal maps to make 3D visual lighting effect. Oversimplifying, a normal map
and occasionally writes a devlog
If you are not a gamedev, you will likely find this boring.
Both “ΔV” and “In Dead Company” use 2D sprites with normal maps to make 3D visual lighting effect. Oversimplifying, a normal map
A bit longer gameplay video, featuring precision ring maneuvers, enlarged asteroids, Doppler Effect LIDAR and a bit of Coherent Light CL-150 Mk3 mining laser
CL-150 Mk3 mining laser is a powerful tool for any ring prospector. While expensive, it can be easily retrofitted even to ancient
Continued work on HUD of K37. I’m trying to design its display to mimic modern civilian jets. Today I added ship mass
I always envisioned the initial sequence of diving into The Ring as a short cutscene showing starship on final approach on a
The ring is enormous. It’s area covers more than 81 times surface area of the earth. Playfield is a square of 3000x3000km.
Today I finally made a title screen. Much nicer than initially expected. https://gfycat.com/marrieddelightfuljunco I probably should have a title on it, somewhere.
Yesterday I added power management mechanics. For tests I put most of the power consumption figures from top of my head. But
Let’s add some simple texts over the gameplay, so the player can actually see what’s going on. How hard can it be?
This is derivative from Reddit post I started. Godot’s Physics2D engine operates on internal, pixel-based units. ΔV needs the data in real-world