Category:  Design

By Mak, June 20, 2014 Comments Off on Stellar Cartography, Part 3 Design, Dev, General

This is a trickle update – very little ‘visible’ has happened this week – that I’m prepared to show yet 😉 A lot of re-factoring under the hood – so now the old “make it work” Galaxy Map is no more,… Read More »

By Mak, June 13, 2014 Comments Off on Stellar Cartography, Part 2 Design, Dev, General

Ok, there hasn’t been a Part 1 – really – and ‘Stellar Cartography’ is from Star Trek, and no – I won’t be using that name in the game – it’s just for the blog and continuing the UI,UI post… Read More »

By Mak, April 4, 2014 Comments Off on The Glory(ish) of Success(ish) Design, Dev, General, News

This week has been a good week! 😀 Firstly, the Jenkins CI issues are sorted – all of them were infrastructure related (to do with paths, permissions and post-build steps), so now Jenkins is building 666 on two platforms, and also… Read More »

By Mak, December 27, 2013 Comments Off on Tiny Update Design, Dev, General, Media, News

Just a weeny update with some screenshots I just posted – click here. I’ve sourced another great model which I’m planning to be your ‘default’ ship when choosing to start the game as a ‘Jack of All Trades’. It’s modular… Read More »

By Mak, December 13, 2013 Comments Off on Steady course… Design, Dev, General

No weekly update last week, and a bare minimum one this week – not due to lack of progress, but lack of time. I’ve been plugging away at the new Auto-pilot, which has involved some intricate work with n-point splines… Read More »

By Mak, November 28, 2013 Comments Off on Breathing ‘Life’ into Dominium Design, Dev

So as the posts of late have shown, breaking into ‘AI’ territory and creating NPC’s to populate the game universe has led to a lot of ‘satellite’ work (no pun intended) – being work I had parked for later, which… Read More »

By Mak, November 22, 2013 Comments Off on A question of scale… Design, Dev

So, addressing the consistency of vessel sizes led to addressing space stations (naturally – ships need to dock), which has led looking at how I am portraying the volume of ‘local space’ you would be in when by a station,… Read More »

By Mak, November 17, 2013 Comments Off on Grunt work, Part 1… Design, Dev, General

Now I’m building a ‘consistent’ universe for the NPC’s to play in (as well as you), I’ve finally (grudgingly) turned my attention to ensuring all the various vessel models have a consistent scale against each other. To date – aside… Read More »

By Mak, November 15, 2013 Comments Off on Weekly Update : Context Design, Dev

This week has seen a fair amount of context switching as I started on the vessel/NPC behaviours. I reconsidered the initial state machine design I had in mind after some ‘paper walkthroughs’ which showed it wouldn’t worked as I hoped…. Read More »

By Mak, November 9, 2013 Comments Off on Something or nothing… Design, Dev, General, News

Another ‘grey’ update – I’ve spent the last week (one working day spread over 5 days) creating ‘scene contexts’. The game universe has to be populated with a believable, generated ‘scene’ whenever you drop back into local space. So reaching… Read More »

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