I've run into a slight conundrum while implementing full ship cloaking. And that is.. how do you hide your emissions? Redirecting/bending electromagnetic waves around a body or surface is one thing, but when your drive systems must propel a particle or gas, how do you hide trail? So for now, realistic, crappy cloaking, until the United States develops some propellentless drive system.
New:
US Fighter
Missiles
Cloaking
Basic Context Menus
Revamped UI
And renamed Engine to LycanEngine (it was Ace's idea)
Showing posts with label Indie. Show all posts
Showing posts with label Indie. Show all posts
Friday, March 9, 2012
Cloaking Emissions
Labels:
Development,
Funny,
Indie,
Scifi,
Ships,
Space Ship,
United States,
Update,
US
Thursday, March 1, 2012
Color explosion!
Here is a pretty awesome new bug we have. Basically about 30-60seconds into the game, all the colors explode! And then... they are gone.. never to return.. the only items that remain behind are some buttons, and the weapons that are attached to ships...
#willfixsoon lol
I actually captured this screenshot on accident, for the explosion is normally finishes as abruptly as it arrives. One for the scrapbooks
#willfixsoon lol
I actually captured this screenshot on accident, for the explosion is normally finishes as abruptly as it arrives. One for the scrapbooks
Wednesday, February 22, 2012
Improved Ship Trails
Everyone has been busy, and we are dealing with some non-screenshotable problems. However, here is a cool screen of our new ship trails!
Labels:
Development,
Indie,
Scifi,
Ships,
Space Ship,
Update
Thursday, February 16, 2012
New Russian Ships!
Labels:
Development,
Indie,
Russia,
Scifi,
Ships,
Space Ship,
Update
Monday, February 13, 2012
Russian Ships concept art
Presenting the Zecks concept art of the Russian Factions ships. We should expect to see some of these digitized and in-game soon.
Sunday, February 12, 2012
Same but drastically different
The new engine is all in place and we have re-implemented everything we had from the old engine, plus some new stuff. So this screenshot may look like the exact same game as the previous screens, but its not! Appreciate the unseen!
Programming blitz tomorrow, expect collision
Programming blitz tomorrow, expect collision
Wednesday, February 8, 2012
Engine restructuring complete!
After our short break, well, everyone except for Asael, engine restructure is now complete. Maybe infographics soon? Possibly more concept art and screenshots?
Monday, January 30, 2012
Chinese Ships
Introducing the concept art for the Chinese factions ships, drawn by Zeck Donahue, our lead designer/artist.
Labels:
Concept Art,
Development,
Indie,
Scifi,
Space Ship,
Update
Tuesday, January 24, 2012
Collision Detection
Sunday, January 22, 2012
Smart Asteroids
I am forced to remember the mimic ships from HomeWorld Cataclysm as the first asteroid I create flies away with shocking speed. The lesson of today is.. Asteroids dont need ship AI.
HUDs need lines
One thing that has really bothered me about XNA is the lack of simple shape primitives like lines, circles and whatnot. So while I was thinking of interfaces and HUDs, I realized I could no longer avoid this issue. An hour later I have perfected my simple custom line class! Its basically just a simple single pixel distortion trick that no one should be proud of, but I dont care, its fuckin cool, because XNA didnt have it, and now it does.
Also, as mentioned earlier, got a simple HUD up, with the help of my new lines.
Also, as mentioned earlier, got a simple HUD up, with the help of my new lines.
PS: With how useful and awesome these lines are, it makes me think I should start posting the source of some of these useful custom classes I am creating for other people to use out there!
Labels:
Development,
HUD,
Indie,
Lines,
Scifi,
Space Ship,
Update,
XNA
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