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By Mak, February 22, 2017 Comments Off on Shiny Gameplay Stuff, Shiny Dev Stuff Dev, General

I’ve been labouring mightily with the Boid/Pilot AI system. I had to park it a few weeks ago, after getting so far and hitting a roadblock. As usual, taking a break seems to make spotting the problem a cinch, and… Read More »

By Mak, February 7, 2017 4 Books, Dev, News

I’ve not had much time for this dev blog of late as I’ve been throwing my spare-time effort into; Book Two, added ~14,000 words bringing the total to ~90,000, so just about two-thirds complete on the first draft. I’ve also… 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, January 4, 2017 Comments Off on Book Two Milestone(ish) Books, General, News

50% of Book Two has now been drafted, proof read and had the first edits rolled in! I’m trying a different writing technique to the one I used for Book One – where I more or less dumped everything from… Read More »

By Mak, December 21, 2016 2 Dev, News

Integrating the Boid logic with the Vessel Flight Controller took some doing, but – one ‘hack’ aside – everything is now wired up and ship shape (pun intended). As planned, everything is nicely abstracted, and the Pilot has to fly… 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 »

By Mak, December 1, 2016 Comments Off on Hull Generation Dev, General, News

I was planning to make an article from this (may yet happen I guess) but time is – as ever – my greatest enemy. This must be evident from the shoddy/unprofessional nature of my videos, especially of late 🙂 I’ve… Read More »

By Mak, November 24, 2016 Comments Off on The Evolutionary Boid Design, Dev, General

(One for fans of Peter F. Hamilton there 🙂 ) Boids – if you’ve never heard of them (and I always use a very dodgy Brooklyn accent when pronouncing ‘Boids’) – are an algorithmic approach to simulating environment and goal… Read More »

By Mak, November 13, 2016 Comments Off on The Great Journey’s End Dev, General, News

I finally broke 105,000 SIS sometime last week. I did plan to do a video and ‘ooo’ moment, but sadly time is not with me at present. However, it is a milestone event, and it has led to a number… Read More »

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