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Monthly Archives: October 2010
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
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Projectile system, vastly improved
Homing weapons are in and functional, and the projectile system in general is reworked to read in an XML file and generate weapon types based on that. All arguments are optional, with default values. There is no longer any projectile … Continue reading
Posted in Uncategorized
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A galactic economy
I’ve been thinking about possible ways of interacting with or building an economy in the game. In most games, a trading post is just one town, or one merchant in a town, or one space station. So then it makes … Continue reading
Posted in Design
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UI design, updated.
The UI can handle updates now. Interacting with it in significant ways, like pressing a button or moving a slider, triggers a function which sends the full state of that display group to LUA, which then has the option to … Continue reading
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