-
Recent Posts
Recent Comments
- Alex on Planet data: More flexibility
- Richard on Planet data: More flexibility
Archives
Categories
Meta
Category Archives: Design
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
Comments Off on Thoughts about the new direction
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
Comments Off on A fundamental change to the direction of the game
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
Comments Off on Weapondata.txt
Very little progress, but decisions have been made.
I’ve been going back and forth on whether the objects in this game need to be three dimensional, two dimensional but with polygons defined in OGL to handle transparency and shape, or two dimensional squares with their transparency and shapes … Continue reading
Posted in Design, State of the Game
Comments Off on Very little progress, but decisions have been made.
Shaders
I’ve started reading about shaders. Â Ends up there’s a whole extra programming language, “openGL Shading Language”, even beyond what’s basically a programming language embedded in function calls in normal openGL. Â Fortunately the syntax is mostly a subset of C. But … Continue reading
Posted in Design
Comments Off on Shaders
Combining weapons
I’ve been reading the OpenGL blue book. Reading hundreds of pages of dense technical data without much context is getting tedious. I’ve also been thinking, you know what game was fun?  That kirby 64 game.  And it was fun not … Continue reading
Posted in Design
Comments Off on Combining weapons