Category: General
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
Just a tiny update – but a momentous one, for me. Vessel mounts (turrets) are now back up and running! Whilst I had resolved the pilot/vessel orientation logic, I had unwittingly broken the turret orientation logic 🙁 For now, rather… Read More »