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I wanted to flesh out the core UI I have in my head, and see if it would produce any major challenges – as (from a code point of view) it’s needlessly complex 🙂 From the players point of view… Read More »
I’ve made some headway with the pseudo-random level generation – although it’s all rough and ready, the basic principals for the draft “get something going” version are sound and up and running. The basic premise is to take a ship… Read More »
SolCommand has been signed up to produce some awesome content for Dominion now we’re entering our “doing it for real” stage! Here’s a sneak preview of the very first Destroyer concept he’s producing for us! We can’t wait to get this… Read More »
The response from the Greenlight community has been great! We were most popular for over a week straight, and top 3 the rest of the time – with 96% voting ‘Yes’ to play it if it were ready. We are… Read More »
If you play a game set in the cold vacuum of space these days you can expect one thing. Mining asteroids for resources. Yep. Usually a non interactive process as you click a button, the laser fires into rock, and… Read More »
In the last gameplay blog we talked about asteroid mining, and lasers, and all that other business around mining standard resources. Because we’ve got such a cool system that allows you to cut precisely through rock, there are additional uses… Read More »
Rendering objects in space realistically is a big problem aesthetically. Space is black, lots and lots of black – more precisely, there’s very little light. That might surprise you when you look at nice brightly lit pictures of moons, and… Read More »
When we were looking at what we really like in any videogame, it’s always that narrative that you create yourself, just by playing the game. I’ve watched so many GTA cutscenes that I immediately forgot that I sometimes wonder what… Read More »