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Author Archives: Alex
Radar added, text back in
Well, the radar is in. Dealing with the necessary projection matrix transformation to make it display right was a bit of a pain, really. The actual transformation is basically only three lines of code, and they don’t even look that … Continue reading
Posted in State of the Game
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Thoughts about the new direction
I’ve been thinking about other space-based, sandboxish games set in large universes. Privateer, freelancer, X3. Maybe I can have the player set up bases on planets. Some planets are worthless, some are good for mining, and some are good for … Continue reading
Posted in Design
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A fundamental change to the direction of the game
Today’s version is a major revision. I’ve decided not to go musical. More strategic. Larger in size. With gravity and planets and bases and maybe convoys and a UNIVERSE. I’ve got a vision, it’s partially inspired by this game I … Continue reading
Posted in Design, State of the Game
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AI and better looking enemies
Well, three basic AI modes are in. I feel stupid even calling it “AI”. It’s… behaviour. The ships follow the player around, it’s not like it’s a thinking robot. Anyway. Mode one: It chases the player. There is acceleration in … Continue reading
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Weapondata.txt
I’ve worked a bit on AI recently. It’s not in there, but almost! (Of course, I’m talking about very basic ship movement AI here). The data structures are in place and initialized, the ship update function is being called, I … Continue reading
Posted in Design, State of the Game
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Text- more difficult than you’d think
Rendering text in OpenGL ends up being much harder than I thought it was. It seems like such a fundamental thing, but it took me a while to really believe that there isn’t native functionality to do it. I tried … Continue reading
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Shockwave weapons
I didn’t do what I planned on doing, but I did do a shockwave weapon. When I first saw the shockwave in action, it suddenly felt a lot more like a game. The keys, updated: 1 for normal projectile (I’ve … Continue reading
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Timer scheduling, dangerous lasers and some low-end animation
Updates with this edition: Lasers now destroy ships as they should, and if they hit multiple ships, they only destroy the closer one, not whichever was spawned first. Â Of course, I haven’t plugged in any damage values yet, so everything … Continue reading
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Laser textures
You may have noticed previous versions did a weird ugly thing when you overlapped something transparent with something semi-transparent. Â I was using a slightly incorrect alpha blend function (there are about 15 to choose from), I have fixed that. Â I’ve … Continue reading
Posted in State of the Game
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Laser beams
To do explosions, I need to have a way of having a list of things to do in the future. Â I knew I was going to have to do this eventually, but it seems tricky to do in a really … Continue reading
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