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 occasionally writes a devlog
These posts should be interesting for gamers.
Games usually handle damage via hitpoints, or similar concepts. But my car does not explode if I kick it a thousand times
Here comes one of early drafts of games establishing shot and ring exit sequences: Establishing shot is the critical one, on
Since the troublesome 2D lighting bug was fixed in Godot engine I can finally add a proper spotlight to the ships. It was
Coming this fall on Windows, Mac and Linux.
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.
Sometimes you design a game mechanics, and sometimes, when you are lucky enough, it emerges out of nowhere and surprises you. ΔV