All Posts by: Mak

By Mak, August 14, 2017 6 General, News

The time has come to take a hard, but ultimately realistic decision on Dominium Development. You may have noticed the gap since the last blog post, as I’ve been away on hols, and also ‘taking stock’ of all my efforts… Read More »

By Mak, July 5, 2017 0 Design, Dev, General

The main problem for a game developer (these days) is that the gamer is (typically) far more savvy and gameducated (yep, made up word) than us lucky first generation gamers were. We were grateful for ‘go collect a cargo pod’… Read More »

By Mak, June 23, 2017 Comments Off on Cargo Collected! Dev, General

Just a mini-update to round out the month – I’ve been chasing down infrastructure changes and necessary tweaks to support the grandiose cargo collection job, and finally it’s all paid off. Via a config file, I can now generate any… Read More »

By Mak, June 13, 2017 Comments Off on Collect that Cargo Design, Dev, General

Ah, yes. The ubiquitous and ever present ‘Go to System X, and collect a cargo pod for me’ bland, vanilla ‘mission’. Well, now Dom can support it 🙂 A minor, almost trivial point for any game player and/or space game… Read More »

By Mak, June 8, 2017 Comments Off on Mission Prepossible Design, Dev, General, Roadmap

Another gameplay milestone feature is now underway: Missions! Having put my rendering engineers hat to one side, I picked up the gameplay programmers hat and made some tweaks to the Combat Escalation scenario, improving things here and there, adding ‘variation’… Read More »

By Mak, May 19, 2017 Comments Off on Physically Based Rendering = Preposterous Level Of Detail 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 Comments Off on Time out, to Tech up! 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 Comments Off on The Evolutionary Boid – Part Four 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 Comments Off on HOTAS & Combat 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 Comments Off on Collision Redux 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 »

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