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Having rectified the ‘oops up’ from Part One, and made a great many tweaks, improvements and changes since then, it’s time for Part Two, and let this part be slightly more successful! Given the spirit of things was to partake… Read More »
So the first leg of the Great Journey came to a grinding halt with the Galactic Map course plotting going a lot squiffy. Slightly annoying – as I wasn’t expecting it at all. The last time I’d used it, all… Read More »
Gameplay. Yes, you read right. Finally. I am turning my efforts to gameplay. This series of blog posts (and hopefully video blog posts!) probably won’t particularly read gameplay-ish, but trust me it is. I have chosen a task to complete… Read More »
As I slogged away on the scene coherency, I discovered that I had long broken Debris Fields, the principal component for planetary ring systems (amongst other things). Fortunately, it wasn’t too badly broken, and after some digging I got them… Read More »
A recent issue has caused me to establish a full map of the game object hierarchy. Warning: This is entirely techy-dev-mind-numbing-to-non-dev stuff! However, the non-dev can take a quick peek and go ‘cor, lots of stuff going on there’… even… Read More »
Here we have a 32px character height font in a 256 x 256 texture atlas, being rendered at various point sizes (9.0 through 18.0) in a virtual display size of 1024×768, with an actual physical screen resolution of 1600×1200. Already,… Read More »
Recent dev effort has continued along the lines of striking off niggles, but focused quite a lot on an important aspect of gameplay – the scene context. I’ve touched on this previously, the scene context manager decides what ‘transient’ objects… Read More »
Ok, you’re not going to like this – but for all good reasons 🙂 This past week or more I’ve ploughed headlong into my ‘niggles’ list. What is this list you ask? Well, basically bugs that I’m too lazy(don’t have… Read More »
As I’ve been tinkering far too much with the visual niceties of late, I decided to make a deliberate and concerted effort to concentrate on gameplay for a change. I disabled and reverted all the hacks I’d put in around… Read More »
Arg. So I decided to derail myself slightly (as usual) and do some polish to the Screen Space Effects system which works in conjunction with the freshly integrated Engine Flares, and found that they were – upon occasion – turning purple…… Read More »