All Posts by: Mak

By Mak, May 19, 2017 0 Dev, Media

I donned my Rendering Engineer hat once again and decided to go back to the PBR system, with a view to nailing it well and truly on the head. In total it took almost four working days, including tinkering with… Read More »

By Mak, May 15, 2017 0 Dev, General

As often seems to happen after I do a stint of ‘gameplay’ oriented work on Dom, I then end up taking a wee break to tinker with rendering. I’ve been looking at Substance of late, and I have to say… Read More »

By Mak, May 10, 2017 0 Design, Dev, General

The final chapter in this round of dev on the NPC Pilot AI; While there is plenty of work still to do to make this ‘super awesome’ I’m well pleased with how it’s turned out. Pilots can; Scan for nearby… Read More »

By Mak, May 4, 2017 0 Design

Ok, so I don’t actually own a HOTAS joystick, or even a joystick. I have a keyboard, mouse and somewhere buried in a draw, a gamepad. This is deliberate. For although I do enjoy ‘other space combat games’ I have… Read More »

By Mak, May 1, 2017 0 Dev, General

Thanks to the NPC’s wanting to vapourise each others hull (and mine!) it was a perfect time to revisit and improve the collision detection from back along… For ‘something to hull’ collision, there’s no choice but to hit the triangle… Read More »

By Mak, April 26, 2017 0 Design, Dev

More combat/gameplay development! If you can’t stand my drawl, then read on… This episode sees improved ‘target awareness’ and predictive firing, so now these pesky NPC pilots are becoming a bit more of a challenge/threat. The entire system is proving… Read More »

By Mak, April 25, 2017 0 Design, Dev, General

Man, I am so enjoying Dom Dev at the moment 🙂 Rounding off the initial Pilot / NPC AI, Collision detection and basic combat has spurned on a lot of changes to the UI which have been long planned, or… Read More »

By Mak, April 20, 2017 0 Dev, General

Just a tiny update – but a momentous one, for me. Vessel mounts (turrets) are now back up and running! Whilst I had resolved the pilot/vessel orientation logic, I had unwittingly broken the turret orientation logic 🙁 For now, rather… Read More »

By Mak, April 13, 2017 0 Dev, General

Some good progress this past few weeks… Gameplay: The ‘Pirates’ game scenario is proving invaluable for ironing out kinks in the Pilot AI, and also highlighting UI concerns which will need addressing (such as the scanner depiction of how near… Read More »

By Mak, April 6, 2017 0 Design, Dev, General

It’s been hard to find spare time for Dom Dev of late, hence the dry spell of updates here, but good news… With the collision detection now in (and not perfect, but well engineered and adequate to the task) gameplay… Read More »

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