Tagged: dominium
This week, I distracted myself from NPC’s (again) by looking at the planned procedural shaders. Initially it was to be a short distraction – as a short mental ‘vacation’ as it were. The metal shader is just an ongoing experiment… Read More »
This week I have been (largely) working on improving the autopilot course plotting, notably to improve the visuals when docking/undocking for both the player and NPC’s. I got fed up of flying through the station geometry, and being taken on… Read More »
Very little on the development front this week – other than a handful of new concerns to be concerned by. I’ve been considering upgrading the desktop dev environment for a while, and this week has seen two major updates… 1)… Read More »
Well, it’s been an interesting week… My main site (maksw.com) got hacked by some (supposedly) Japanese son-of-a-b*tch, who injected 20,000+ files containing total crap relating to Adidas, Nike, and god knows what else products, filling up my web storage space… Read More »
Phew! It’s been a big week for development in Dominium, so bear with me… Firstly, Insurmountable Odds is now back from it’s guaranteed-honest-guv last proof read. Wendy has spotted more minor errors which I’ll now clean up. I’ve also done… Read More »
As promised, I’ve knocked out an article on the recent Nebula experiment, complete with pretty pictures, and a video to boot, which is now available in the brand spanking new Articles section! I’ve listed the planned articles, and the one’s… Read More »
Gassing Away…
Another progress ping… I’ve pretty much stopped doing GUI ‘dev’ for the time being, it’s working as I’d hoped (barring a few minor issues) and it’s now a solid framework to build the rest of the game’s GUI on moving… Read More »
Further to my hinting in the last post, I have to reveal a minor failure – or rather, a hurdle which I don’t have the time or inclination to jump. Back in the last kickstarter, the idea of a ‘demo’ executable… Read More »
I say part one, because for now I’m wrapping up Navigation to work on other issues – namely the one’s thrown up by working on navigation, as you’ll see when you watch the attached video (yes Cornflakes_91, I finally produced… Read More »
Just a quick update to keep the cog’s whirring… I’ve continued working on the auto-pilot/navigation/scene management this week, chipping away at the iceberg that is neatly analogous to the systems I’m working with. One third of it ‘visible’ to the player,… Read More »






















