Starting a Space Game with explorable planets. Early pre-alpha Footage.
#1
Posted 13 April 2012 - 06:18 AM
This is for a new game called "BackSpace" which is in super-early development.
This game uses all original code and assets from scratch, nothing prefab.
I would love to talk about how I am coding this stuff.
Thanks a lot for your time,
Gooncorp
#2
Posted 13 April 2012 - 05:01 PM
I am pretty far along.
This has been about a 4 month project.
Ive done most of the guis, particles, ai behaviour, sound, movement, physics, and logic, however I still need more assets and models.
#3
Posted 13 April 2012 - 05:02 PM
#4
Posted 13 April 2012 - 05:05 PM
#5
Posted 13 April 2012 - 05:06 PM
#6
Posted 14 April 2012 - 09:14 AM
I hate the fact that you call them lasers though. Maybe it's just me, but lasers travel at the speed of light, not drift along like little balls of lightning.
But then again I am really anal about space games as I have written several and went to a lot of trouble to get things as close to real as possible.
To the point that in one game you could pick a star in the 3d view, point the ship at it and go away for the weekend and you would end up at the solar system.
Maybe it's just me.
#7
Posted 15 April 2012 - 05:48 AM
damn. you know something you are right. in the end these "lasers" will either be sped up, or rewritten as "plasma" or "energy" weapons.
thanks for your input. i am trying to make this game somewhat scientific.
i should have some more updates on here soon...
#8
Posted 15 April 2012 - 08:02 AM
I may have some stuff I can through at you to play with.
Like solar system generation based on accretion, planet generation shaders, that sort of thing.
Something to get the creative juices going
#9
Posted 15 April 2012 - 08:54 AM
i am working in javascript primarily, but i am ok with c# too.
sure send it my way. i appreciate the help. i need all the help i can get.
gooncorp
#10
Posted 15 April 2012 - 12:44 PM
Stainless said:
Goon, take a look at Infinity for some inspiration and helpful advice. He documents a lot of his work, so you can learn quite a bit from it. It's quite impressive what he's done.
#11
Posted 16 April 2012 - 07:32 PM
#12
Posted 17 April 2012 - 05:41 AM
#13
Posted 17 April 2012 - 06:11 PM
#14
Posted 18 April 2012 - 04:14 AM
#15
Posted 18 April 2012 - 04:42 AM
#16
Posted 18 April 2012 - 05:58 AM
#17
Posted 18 April 2012 - 09:14 AM
As you are adding loads more tris to the scene to draw the rain, you can use the fog to reduce the displayed area, thus keeping the tri budget in check.
#18
Posted 18 April 2012 - 11:15 PM
#19
Posted 18 April 2012 - 11:35 PM
#20
Posted 21 April 2012 - 03:34 AM
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