Archive: January, 2013
So – we’ve banged on about “no hyperspace, seamless this-that-and-the-other” – what do we mean? Traditionally – games have to shift in huge amounts of data (levels, textures etc.) in order to provide a larger game experience than will necessarily… Read More »
Yes, that featured image is being rendered in real-time, in Dominion 🙂 So far, I’ve been using 2048×1024 (or lower) images for the planet surfaces. For populated worlds I’ve been sticking with the Blue Marble surface maps for day and night… Read More »
Ok, it’s about time for some posts! So far shooting stuff has been based on your basic point/ray to sphere – a more sophisticated system was planned for later on in development – but to bring the wow-factor up a… Read More »
Still breathing!
Just a quick update – basically to update! We are still working away – we’ve got some major visual improvements, a great trailer planned, some awesome help on the audi front we hope – and the high level game design… Read More »
So, it might be quiet here for the moment – that’s because we’re busy as we can be on the re-pitch we’re planning for Kickstarter! We’ve got a superb draft on the go at the moment, and some great plans… Read More »
Updated
There, that’s a bit tidier! More updates and content to come!
Site Content
I’m still working on the visuals and editing/reformatting the content with the new style, so please bear with us – it’s not supposed to look “clunky” !
I’ve uploaded some screenies, and also publically revealed the fragmentation system video which was only made available to the backers we had on the first Kickstarter pitch – we hope you like it as much as they did!