Tagged:  space

By Mr T, June 28, 2013 1 Design, General

Real space combat – when we grow up enough as a civilisation to actually fly around in space shooting at each other like the idiots we are – will be totally inhuman and totally unfair. A laser travels at the… Read More »

By Mak, June 23, 2013 0

Between SolCommand, and PixelDad – we finally have the first custom content belonging solely to the Dominium game universe all fully textured! Our first milestone achieved 🙂 Now to get this bad-boy behaving like a proper destroyer…  

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 3, 2013 Comments Off on Kickstarter Pitch Is Live! General, News

We’re finally live – thank the maker! It’s been a long hard slog, but here we are! http://www.kickstarter.com/projects/maksw/dominion-fight-for-your-future-amongst-the-stars   We’re making a call to arms for everyone who’s already backed us, and is already interested in backing us to back… Read More »

By Mak, April 29, 2013 Comments Off on May the 4th, Be With Us! On Kickstarter! General, News

The time has come folks… after some great feedback on the new pitch, we’re ready to go on our publication date of 00:00 on May the 4th! Our hope is that we can ask everyone who is interested in backing… Read More »

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!

By Mak, March 22, 2013 Comments Off on Normal Mapping Dev, General

Our game engine is – from a renderer point of view – legacy. It was written with flexibility and performance in mind, but back in the days of OpenGL 1.1. Thanks to Microsoft refusing to update the driver support –… Read More »

By Mak, March 8, 2013 1 Design, Dev, General

Rendering objects in space realistically is a big problem aesthetically. Space is black, lots and lots of black – more precisely, there’s very little light. That might surprise you when you look at nice brightly lit pictures of moons, and… Read More »

By Mak, January 31, 2013 1 Dev

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 »

By Mak, January 29, 2013 1 Dev

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 »

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