The dive summary screen will look something like this: The noteworthy detail is the fact that this screen uses exactly same mineral sprites that are used in-game – they are just zoomed in. This means[…]
Tag: diary
Daily development summary. See these to have deep insight into design process.
The grand Paralax
“You know what ΔV needs?” – said a friend a while ago – “A parallax scrolling”. And he was right. This was supposed to be easy, but turned out not so much. Godot Engine has build-in[…]
Shading the EMP
The EMP blast causes massive discharges on the surface of the hull, as well as lasting damage to electronic equipment. It’s about time I had some fun with shaders and show it off. Ships in ΔV[…]
Does it scale?
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[…]
Avoiding responsibility
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[…]
Enceladus Prime
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[…]
Equal and Opposite
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.
Polishing the flames
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[…]
Designing the damage
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[…]
Taking a breath
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[…]