Tagged:  ship

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, December 21, 2014 3 Design, General, News

A new contribution from PixelDad, fully textured to boot. Shamefully I can’t grab an in-game screenshot due to the half-finished shadow-mapping integration, but here it is in the model viewer looking fairly beefy! Equipped with five double-barrel plasma turrets by… Read More »

By Mak, January 18, 2014 1 General, News

Well – without moaning too much – so far it’s been a naff 2014 🙁 I’ve done very little on Dom since before Christmas – with my dastardly plans put on hold by a bad back taking hold of my… Read More »

By Mak, November 17, 2013 Comments Off on Grunt work, Part 1… Design, Dev, General

Now I’m building a ‘consistent’ universe for the NPC’s to play in (as well as you), I’ve finally (grudgingly) turned my attention to ensuring all the various vessel models have a consistent scale against each other. To date – aside… Read More »

By Mak, September 30, 2013 0

The Balaena Class is amongst the many workhorse vessel types that keep the flow of logistics going within Dominium – and are the mainstay for many of the less affluent members of the Pax Trade Alliance. Whilst being one of… Read More »

By Mak, July 19, 2013 Comments Off on Mountings out of Mole Hills… Dev, General, News

So, turrets… man now I know why most dev’s are so proud to show off “turrets” and how they track scene objects in the game. I’ve always known how/what to do – it’s quite simple. I’ve written full bone-rig animation… Read More »

By Mak, July 18, 2013 0

Now we have the full set 😀 With 3 skins… Of course, now all I have to do is get these monsters fully marked up… sigh. Work work work 🙂    

Exploring Procedurally Generated Levels

By Mak, June 21, 2013 1 Design, Dev, General, Media, News

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 »

By Mak, May 7, 2013 0
By Mak, March 23, 2013 0 , ,

Whilst ramping up the visuals with normal-mapping et al, and creating an uber-shader to do most of the pixel-pushing, I decided I had to buy some authored high-res looking models to testdrive the new toys… here are the results!

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