-
Recent Posts
Recent Comments
- Alex on Planet data: More flexibility
- Richard on Planet data: More flexibility
Archives
Categories
Meta
Category Archives: State of the Game
Tying things together
I’ve been working on putting everything together. Fixing up placeholders like the spawning of ships being unrelated to planet position in LUA, attaching notifications to planetary invasion events, attaching sounds to planet lasers, that sort of thing. While it’s more … Continue reading
Posted in State of the Game
Comments Off on Tying things together
Dust
The significant new update is the addition of dust and, in general, an efficient way to track particles floating through space. It would be an easy problem, if I didn’t require the dust particles to react to external forces. Until … Continue reading
Posted in State of the Game
Comments Off on Dust
Notifications, save fixes
I have finished the notification system, so important events are now announced to the player. Currently this includes when a friendly planet launches an attack or when any planet is conquered. While implementing the ability to save messages, I also … Continue reading
Posted in State of the Game
Comments Off on Notifications, save fixes
Significant updates, including increased AI variety
I suspended work on the game for a while, but I’m back, and progress continues, with a substantial list of updates. Additional player weapons are re-enabled, switch weapons using the mouse wheel. The number keys still work, but may be … Continue reading
Posted in State of the Game
Comments Off on Significant updates, including increased AI variety
Satellites
New this update is the addition of defence satellites. Their stats are defined in their own XML file, and they’re plugged into the world through universe.xml, in the appropriate planet entry. They fire on enemies of their home planet’s faction. … Continue reading
Posted in State of the Game
Comments Off on Satellites
Saving completed, sound issue sidestepped
Saving functionality is complete. All ships, projectiles, gravity walls, and of course the player have save and load functions which slot themselves into the relevant XML in the appropriate save directory, and restore themselves appropriately on load. Which is, I … Continue reading
Posted in State of the Game
Comments Off on Saving completed, sound issue sidestepped
Planet data: More flexibility
While writing the LUA “planetTick” function, I came to the conclusion that requiring modification of the C++ core to add new kinds of data to planets runs counter to the premise of user modifiability. So I’ve added an “extra data” … Continue reading
Posted in State of the Game
2 Comments
Gravity lines
A significant recent addition to the game is “gravity walls”. The mouse right and left click weren’t doing anything, and I wanted to do something with the precision of the mouse cursor besides use it as an aiming device, and … Continue reading
Posted in State of the Game
Comments Off on Gravity lines
Projectiles, slightly improved once more
I’ve added in some more projectiles using the new system, and added in a fragmenting, shotgun-style effect. The player starts with seven weapons now, bound to keys 1-7. 1-3 are the same as always, 4 homes, 5 is a spread, … Continue reading
Posted in State of the Game
Comments Off on Projectiles, slightly improved once more
Engine trails
Trails are done. Positions are tracked in memory, but most of the work calculating the trail shape is done in shaders. I’ve given enemy ships trails too. Zooming out when there are a lot of them around is now more … Continue reading
Posted in State of the Game
Comments Off on Engine trails