Category:  Design

By Mak, June 13, 2017 0 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 0 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 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, April 26, 2017 Comments Off on The Evolutionary Boid – Part Three 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 Comments Off on Design & Development Delights 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 6, 2017 Comments Off on Cue Gameplay…? 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 »

By Mak, January 14, 2017 Comments Off on Chocks Away! Design, Dev, News

It’s update time, and although I’ve nothing suitable/visual to show there’s been a fair amount of progress on the Pilot NPC/AI code of late. I can confirm that I have now been attacked (and thoroughly ass-whooped) by a pack of… Read More »

By Mak, January 10, 2017 Comments Off on The Symbiotic Pilot Boid Design, Dev, General, News

Having abstracted everything nicely, it was time to think about wiring all these tools together. We have the following entities involved; Vessel – should be pretty dumb, and owns systems and reports their status (including collisions) Pilot – responsible for… Read More »

By Mak, December 13, 2016 Comments Off on The Refactored Boid Design, Dev, General, News

(Ok, So not a Peter F. Hamilton novel – but it could have been, if he’d been a developer…) Since the last post, I’ve been slaving away ‘refactoring’ – yes, that developer exercise of making huge sweeping changes to the… Read More »

Subscribe to The Dominium Observer Newsletter!
Subscribe