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[…]
This is a feature version. Changes: Mid-flight jury-rig menu fully operational! Now you have a skilled mechanic who can fix up things for you when you play. Fine-tuned auto-exposure and glow effects. Small fixes in[…]
Demo version of ΔV: Rings of Saturn is now available for everyone! You can now try ΔV first-hand to check what kind of game it is. You can expect full space-flight mechanics and introductory story[…]
Originally I intended release of ΔV in Q3 2018. Today I took some time to reflect on our development progress and while it’s looking solid, with new features and bug fixes every day, it does[…]
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[…]
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[…]
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[…]
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[…]