- The game now starts with you docked at the station so you can find your bearings
- The game also starts with a walkthrough of the computer systems. Once you've been through this, you get your docking licence and can leave the station. You then need to kill 5 hostiles to get your hyperspace licence.
- NEW mission types enabled
- The game initialisation and system generation is now multithreaded, so I can display a loading animation. Nice!
- The main menu is now fully SDTV-friendly. Everything fits just nicely.
- The direction finder arrow now fades out when your target is close to the aiming reticle. This was a great idea from another community member and it took mere seconds to implement. Looks great!
- Library audio is now removed, only the music for the game is played, unless the user goes to the guide and chooses their own music, in which case the guide media player takes control.
- When you return to the main menu (when you either die, exit via the pause menu, or leave the handbook), the menu now responds correctly.
Monday, 28 September 2009
First set of playtest changes made
Tuesday, 22 September 2009
Ooh la la, boxart!

Charlotta finished the game boxart today. We're now working on the ship handbook (well, she is anyway, I'm working on a new mission type and writing this and generally wasting time) so when this batch of work is done (tomorrow PM I expect) we'll be off to play test. So I'd better find some time to start looking at other people's work too.
Only days to go now...
Here's a fun little ship, called The Turtle. This is a little more nimble than the old "default" enemy ship (which is still in the game), but it's collision profile in a dogfight is slightly bigger. Looks great in deep space when you strafe it with combat lasers.
I was starting to think I wouldn't be able to make chunky ships that looked OK as well as tipping a nod to some of the older 3D games which have inspired Space Pirates, and then The Tub came along. Just a load of old trapezoids and a funky metallic, retro texture and there you have it.
Aah, The Wasp. Very vast and nimble, it can speed past you in a dogfight and is the toughest of the enemies to hit. Another great fun model, and the glowing eyes look nice in the rear-view camera as it buzzes toward you.
Watch out, it's the rozzers! I really REALLY like this model. It's simple, looks great blasting pirates away, and looks businesslike. No messing from these guys. In, bang, out. The police don't carry missiles, and you can't lock missiles on them, so if you get in trouble it's a pretty even match. They're good shots too.Tuesday, 15 September 2009
But first, the news...
Irritatingly (for me), I'd forgotten all about awardments. These are like Achievements in AAA and LIVE! Arcade games, but don't reflect on the players Gamerscore or anything (due to the limitations on the XNA framework - we don't have access to those areas of the Xbox API). I'll add an engine tomorrow which awards "medals" for kills, missions, system visits, rank advances and so on, and you'll be able to see your achievements on the status and (soon-to-be-added) peer-to-peer scoreboard. The network code is solidifying in my mind as we speak and will be in and working for the weekend. Honest guv'nor!
Anyway as I said this is just a quick post, no images tonight. I'll post some of the new ships tomorrow when I take a break.
Saturday, 5 September 2009
Inattantive dev says sorry for lack of updates
Aaaah, homing missiles. They look great with the blue plasma particle system. Something you can't see in this shot is the extensive colour interpolation on the panel icons and crosshair - they now crossfade gently between colours rather than hard switching. Looks great.
This is a test of a new space station model we're working on. It's a little more elegant than the old version, but still needs more work and texturing. This is all coming later, during playtest though, along with other ship models.
Here's the mission map. As your ranking increases, so does the distance involved with the taxi and courier missions. Pretty soon the standard nav map is too small to see where you're going, and the long-range map doesn't have system names on it. This screen shows your current system (yellow) and target system (red) for the selected job. I'll put in trip distance and fuel costs in the lower panel tomorrow or monday.
This is the mission screen, with Char's new icon(s). They need slight realignment but they layout of all the windows is very nearly done now.
Save and load baby, save and load! The date and time will be centered up in the next polish session. Nice and fast, and she hasn't crashed despite my best efforts.Friday, 14 August 2009
A short intermission...
Wednesday, 12 August 2009
This bizarre looking screen is the player going into hyperspace. Yep, you heard it right, you can now hyperspace between systems. All 4,000 of them. Enemy ships can also hyperspace out, once they've docked and fueled up. They also sell and buy when they're docked. It's ace. The market moves as they buy and sell, which is just the way we like it. Speaking of trading, the markets are now procedurally adjusted to reflect the technical capability of the system.
Here goes some fella off into hyperspace. Just about kept pace with him. The "warp bubble" effect isn't quite bang on in this image, because I was fiddling with scale matrices trying to get the bubble to deform, like a drifting large soap bubble. I decided I wanted to keep that effect for the plasma shroud effect, so I just need to reset the scale factor to...ohh, I'd say 40ish.
This might look like a dull shot at first, but let me explain. The green arrow in the middle of the screen is pointing directly at the space station. If it were behind me rather than in front, the arrow would be red. Also, if I don't have a station license it won't show up at all, unless I'm in race mode. Not only that but you can toggle it by clicking the left thumbstick. This funky little addition has made flying about 75% simpler and more enjoyable. Good tweak that. I'd been planning to do the colourswap for a while, but I was getting sick of the damned thing getting in the way myself, so I just chucked a simple toggle into the controls code.
Again you may not be too impressed with this screen. But note the new background style. That there skybox, full of galaxies, nebulae and stars is rendered IN GAME from a library of astronomical images, some from my own observatory and some from the Hubble archive. The smaller areas of colour, and more regular small "signpost" images makes complex moves in dogfights much less tough. Now you can really get a grip on how fast and far you've looped round looking for the attacking enemy, or cargo, or whatever.
Finally, the navigation screen. Tomorrow I'm plopping the code in for System Data (a proc-gen potted history of the system), Large Map (showing the entire sector, where you are, where you're going and where you've been before. When this goes live we'll really start to see the scale of the game. I know already how big it is, but I've only seen areas about 20 LY square, which is 1/10,000th of the game, or something around there. And there's every chance that we'll increase the number of systems to around 10,000 in the final build. Blammo! Not sure about that background image - I may use that for the large map and just have a grid system for the main map. The position of any tracking limpets you've deployed will also appear on this screen, telling you what system the enemy is in, how much swag and cash they have and other mission specific details.Thursday, 6 August 2009
Splash and Dash!
Been beavering away over the last few days, as has my good lady wifey wife Charlotta. She's been working on icons and onion-skin alien characters, and I've been working on setting up multiple star systems and the navigation screen. Now what I've got so far is a procedural system generation engine, and I can build as many systems as will fit into memory. Right now I'm running with 3,000 systems, all with unique names and characteristics.
You can zoom and move a pointer around, and the system info below the map is updated to show the info for the system cloest to the pointer. I had a bit of a turn when coding the goverment types, and we've ended up with "Jelly Republic", "Rock-paper-scissors", "Cage Fighting" and "Shouting" on the list. It's nice to be able to start adding the real fun stuff in now ;0) I just have a few more little info items to code in, then we'll be good to allow the user to select a system, fuel up and hyperspace out. I'm paricularly looking forward to writing the shader for the hyperspace transitions - it's going to be very cool indeed. Should be glued in for next week. Once the multisystem code is in place, it'll be time to work on the mission engine. Given how well all the other engines are going, I don't think it'll be too tough.
Races are completed, and have been pretty well tested. This led to an enemy AI tweak which has really brought them in to the game more, and they're pretty much ready to be allowed to dock and trade in their own right. That'll be fun, to see the market volumes change when someone else docks.
Char's icons are now also in the shipyard menu, and they add real character to the game. I've seen the alien stuff she's working on and it's absolutely perfect for the feel I'm going for. I've been thinking about new ship designs, leaning more towards Loonie Tunes and Futurama than 2001, Alien or Star Wars - much more slapstick, cartoony and "fun" than lumps of shiny metal. Char's icon for the fuel tank extension - a ship flying atop a huge SRB-like rocket - really clicked all this into place for me. Anyway better post off and go now, got to go play poker with the boyos. When I get back tonight I'll post some images and tell you about the plans for the first gameplay trailer...
Monday, 3 August 2009
Shady Tree and his Acorns

These two are from this evening's build. This has really added something nice to the game, and is well in keeping with the appearance of the planets and other ships. Great fun.
The effect leaps into life and then cools down smoothly, the alpha levels slowly dropping. The alpha layers also revolve in this version of the effect, but much faster than the ones on the sun. A really nice, simple, quick shader which has solved two problems I'd been worrying about for ages. It looks great in standard def, and amazing in high-def. The bloom is a little lower for this one too. Sorry about the state of the skybox background - I seem to have forgotten what order the faces go on the cube :0\Thursday, 23 July 2009
Breakneck speeds!
The control icons on the shield panel have been re-ordered, and I'm going to make them multi-function tomorrow. More details on the control model soon - it's almost finalised and in-flight is fantastically smooth, even on a standard def TV.
Some optimisation also done today, and we can now run 50 enemy ships with only occasional slowdowns when there's a lot of cargo crates knocking about, and this now means it's a real struggle to just wander about without getting attacked. Knocking enemies off is doable, but you really need to lean on your missiles. When I knock the power ups down to every third kill, it'll be quite a challenge in the busier systems. Suffice to say I'm really happy with the speed the game runs at - it gives me confidence when considering processing non-local enemies and markets in real time. Finally, the market screen now shows the total value of each type of cargo you have in your hold.
The game is so playable, the UI is coming along so quickly and hangs together beautifully and - amazingly - the packaged game is LESS THAN 7 MB IN SIZE. That's right. Less than 7 meg. I've got a tonne of PNGs for the HUD, and it's only about 5 floppies worth of stuff. I'm going to have so much room for music, and maybe even some video! Speaking of music, I've started to get the old muse tickling the back of my neck, and I'm going to set aside a couple of days next week to start on the music. I'm thinking of doing a programmatic sound engine, which reacts to your ships speed, laser fire, impacts and maneuvers. I wonder in fact if I could use all of the user input and game telemetry to drive music, so that the soundtrack is unique in your current play situation. The velocity of the ship could control the density of drums and bass line, laser fire controls a guitar riff, missiles flying around trigger an arpeggio, explosions introduce percussion breaks...now that's something to think about...
Anyway, must stop getting sidetracked like that. This is always the problem when I'm in top gear. I have so much mental energy, and my body can't keep up, and everything seems all bright and shiny and interesting. I'm not posting images today, but I'll have a load of them tomorrow, when I'll go through all the features so far.
Wednesday, 22 July 2009
Galloping code-chimp strikes again!
This is the Messages screen. At the start of the game there are 5 messages in the player's inbox - one from your Great Uncle's lawyers explaining what the hell is going on (you've inherited a ship and a little cash, you can do what you want with them but if you make it to either Public Enemy Number 1 status or Enforcer status, with the maximum Arch-Privateer ranking, you get another 1,000,000 credits. Nice. Anyway, you can mark messages as read or unread, delete them, and (soon you'll be able to) reply to a message with set messages, so you can ask the lawyers for help if your legal status is going the wrong way and you need to clear your record, or ask local heavies for work, or any number of things I haven't yet thought of. VERY nice.
Here's the main status screen, seen at the start of the game.
And here's the meat of the thing thus far - the market screen. This is in Freespace mode, so you can't trade, but you can see what's what. There's a list of 15 items to trade, you can pick all of them bar one (mission cargo) up from combat, and you can make a massive amount of money from this part of the game. Each commodity has an icon, furnished by my locely wife, which is displayed along with a little description of the item and hints on who buys and sells at the best rates. You will be able to "map" the commods to systems in the navigation chart to boost your chances of making a profit. At later stages in the game, when you gain contacts in various systems, you'll be sent info on big price shifts. This is one thing I always thought was missing from that classic game Dope Wars.
So the last couple of days have been massively productive. We're rapidly approaching the point where the game is ready for playtesting - recon it'll be about 2 weeks should do us, certainly for trading, fighting and hyperspacing. Missions are obviously going to take a lot of work, because I want them engined rather than hard coded, so there's always something to be getting on with. That means lots and lots of thought and testing - but luckily the hit, taxi and courier missions can be lifted from ye olde version of the game, because it worked really nicely. Almost everything in the game is bug free - I just need to track a problem with solar system creation which causes some instability (LocalPlayer.Position goes NaN because of some bizzare gravity problem) I think it's probably a combination of large mass and large radius for some planets. That aside, things are really rocking on!Monday, 20 July 2009
Get the message?



Sunday, 19 July 2009
Getting deeper...
When you kill a ship, your kills, legal status and ranking are altered. When your legal status improves from 'lawful citizen' to 'collaberator' you get granted a docking license. the player gets sent a message to that effect, which will be viewable on the message tab. You also get police warnings, race notifications, major news events,mission info and a little fun spam too. The main message handlers won't take long to write, but the UI will take some serious work. I think it'll be done by stumps on tuesday.
I've made another round of tweaks, and improved the HUD, as well as coding in some sound fx for powerups and target locks. In short, it's going very nicely indeed...i still need to make some decisions about shaders and shield impacts, but that's going to come later. AI is behaving nicely and the flow of gameplay is coming together nicely.
Anyway it's sickeningly late, so time for sleeps...
Monday, 6 July 2009
And another monday rolls around...
I've been toying with the idea of having some semi-random radio transmissions throughout the game. I was watching a documentary about the Apollo program last week, and some of the chatter when there wasn't much in the way of mission work going on is abolutely hilarious. Not intentionally for the most part, but if you take them out of context there are some absolute jewels in there. I'm not thinking of just ripping released NASA audio - that's just not right - but just jotting down 4 or 5 word phrases when they occur to me and fiddle them in some nice audio software I have knocking around (Spectrum Lab if anyone knows it, the radio technicians freind). But that's just a side idea.
The main dish tomorrow is going to be Law Enforcement. This will end up being an important part of the game as we move toward multiple star systems, reputation, smuggling contraband and even in missions. Basically, the local fuzz will react to the firing of missiles against ships which are not attacking the ship which fired them, laser impacts, and arming missiles within the orbit of the local space station. They will be based IN the station, and have VERY fast ships. They'll mostly come in ones and twos, but since systems all have their own "law strength" variable this will be different in some systems. If you're a bad chap, and they catch up with you, there are a few things that can happen:
You can outrun them (maybe, if you're light on cargo), you can be stopped (in a tractor beam) and fined or have cargo conviscated, you can try and shoot them up but if you fail, they will track you down and kill you. That I expect to take most of tomorrow. I'm away on Tuesday so I need to get a crack on with it. I'm also away most of next week, so the pressure's on to get a few other things done too. This break wasn't really planned, so everything's going to slip a week.
The other things on the list for the week are fleshing out the Pause/in-flight computer, giving enemy ships the ability to fire on the player, and sorting out the atmosphere colours on the planets. The gas giants are currently a horrible yellow (a bit of a failed experiment to be honest) and I want to add a sea "shine" to the water planets, finalise the enemy ship shield effects, and finish the HUD. I might also start on programmatic free-space skybox textures, but that's going to be a big job I think. The enemy Ai is pretty much done, the missile cameras need a couple of hours of testing, laser collisions are just how I want them, and the flight controls are lovely.
Well, it's half one in the morning, and I've got a lot to get on with tomorrow. Hopefully I'll have something nice to show you by then.
Friday, 3 July 2009
Holy cow, who wrote that?

See the lovely screen there, on the right? About 1/4 of a second after I took the frame, the missile hit and there was a real free-for-all, resulting in many many deaths. I would feel bad, but it's only code. I'm not really a god.
It'll need a little gentle "teasing" into position so it fits on stadard def TVs, but this was really a "proof of concept" thing so I'm really glad it fit in so snugly -and no significant drop in frame rate. Amazing. I've managed to have 3 out of 4 missiles flying at the same time and it looks incredible. Tomorrow I'm moving the cash and cargo indicators so they're above the HUD panels (cash on the left, cargo on the right) and they'll do *something* when the totals change -some funky transitional thing. The space station is in place, and I also put a pause button and some new (placeholder) sound effects in today. And improving laser collisions, making attacking enemies flash on the HUD along with powerups and missiles and making the AI guys powerup aware and able to fire missiles at eachother. Once everything's in it's right place I'm going to add an "awardments" engine, for things like "kill 10 in 5 minutes", "kill 50 enemies", "capture 100 items of cargo" and blah blah, which means adding a save feature. I'll chuck it on the pause menu which, incidently, is going to double as access to the shipboard computer, which will let you save/load, restart, view your cargo and weapons status, kills, cash, ranking, achievements, activate other HUD features (navigation arrows for targets and space station) and (gasp) activate races. I'm looking forward to doing the race engine, that's going to be a great laugh and a lot of the checkpoint and route methods will be reusable for the mission engine. So things are going very, very nicely. It makes me wonder why Carrum took so long ;0)
Spit spot!
Tuesday, 30 June 2009
Woof woof!


Here's the powerup display. If there were more than one, then the "active" one would have the red border. The HUD text (top left) is working nicely too - I toyed with the idea of a "screen" graphic but I'm glad I didn't. There are a couple of lighting/FX things to tidy, and I need Charlotte to do some "real" graphics for the powerups and shield map, but I think by the end of the week I'll be ready to add the trading engine...and that's where the fun really begins!G'night!
Saturday, 27 June 2009
Well behaved aliens a must
Also in now are commodity classifications, with 13 tradables, and two special types for mission cargo and the soon-to-be-coded powerups. I can feel some fun splash graphics coming for that and some big sound effects. Which reminds me, I need to get an audio sample of my telescope motor drive, it's the perfect sound for a missile reload.
No images tonight since I'm already in bed and I'm emailing this one in...I'll try to post a longer update, with pictures, tomorrow. Chin chin!
Friday, 26 June 2009
And finally...
Not only that, but powerups are on the horizon. For each 5 "attacking" ships you destroy, you get a temporary powerup to your speed, or to your laser, or you get the short-range teleport (see previous post for more on what that is and what it's for). That should see me through until next week, which should see the close of business on the basic space-based engine. Then I'll be moving on to the trading screens, since by then I'll have cargo coming out of the wazoo. The obvious next step after that is getting the AI players to trade inteligently, shipping goods from planet to station, selling, buying new goods with the proceeds, restocking on missiles or whatever, and deciding where to go and sell their new stock...then off they fly! Simple! Yea, well, ask me about it next Friday eh?
Thursday, 25 June 2009
Another day, another dead alien...

Not bad looking. There's more alien laserfest 2k9 action going on now, and watching AI ships dogfighting, with all the laser effects and explosions, is really cool. I've got the first "public viewing" of the game so far this evening (before the weekly poker game begins) and I'm keen to work in as much feedback as possible from the goons. Before they arrive I need to get the player ship "attackable", but this won't involve drawing any additional models or doing "per mesh" collision detection, I'm just going to use an arbitary range of 150 meters (yes, I'm working in SI units, of course, I'm a physicist!) for impacts. The shield display is already visible in the right-hand panel onscreen, and as the shield level drops, the shield icon glows more and more red. Of course you start the game with a shield charger (unlike the AI ships, for the moment anyway) so as it recharges it'll do back to green. When it's been green for more than 5 seconds, the display will change to a summary of your cash balance, cargo load, legal status and whatever. The other "holes" in the right-hand panel will be for the missile-jammer upgrade, a short-range cargo teleporter (fly into a cloud of crates and activate it - booom you got 50 tonnes of free shit. The upgrade won't be cheap though!), Mining Droid status, and race/mission status. The teleport will have a dedicated controller button, which will flash alternately with it's action icon, when a crate or crates are in range. That'll be the Y button. For the missile jammer it'll be B. Mining droids and races/misisons will be controlled from a shipboard computer screen, which will temporarily replace the normal HUD and some of the playscreen when activated. Any button on the D-pad will activate that screen, and you use the D-pad again to navigate, A and B having their normal menu functions.
There will also be four navigation "helpers" below the radar screen - one telling you if you're in a position to enter planetary orbit, another for station docking, and finally one for hyperspacing to another system. It's amazing how, when you choose the right code and design paths, features just seem to leap out at you. By the time next week in finished, I expect to have all of the free-space functions finished (apart from hyperspace), and when that's done it's time for the "market" functions to be added in. At that point technically, I suppose it'll be a game in it's self and I think it's important to focus on the freespace game as if it were a stand-alone project. I really want the entire experience to be as exciting as possible, as polished as possible, and as smooth as I can make it. We're not really running into any framerate issues yet provided I keep things to sensible levels, as I said in a previous post.
Anyway blathering on about features won't get them written, so I'd better get back to it if I'm going to be ready for the testing this evening. One more screenshot to keep you going:

Wednesday, 24 June 2009
Mid-day break
Not bad. That's the remains of about 5 ships which I just lay into with the ol' laser cannon and a couple of missiles. Note the panel, bottom left, showing your 4 missile tubes and the status of their occupants - grey means the tube is empty, green means it's available. If I had taken other piccies you'd see that yellow is a missile locked on to another ship, and red has been fired and is actively trying to kill someone.
After my little tea break, I'll be adding cargo capture info to the heads-up, assigning (for the moment) random bounty on AI ships for similar updating, and being thinking about other fun in-space stuff, like races. All good stuff. It's starting to look and feel pretty playable!
Until we do,
Careful where you point that thing!
I've managed to get homing missiles which work, and look great, along with the HUD panel for them. This took far longer than I thought it would, but we got there in the end. I do however need to graft a new particle system lump for large explosions. The current components are great for smoketrails and rockets, but just not beefy enough for large-scale kabooms. Didn't get time to do any sound effects though, which is a bummer. I'll get on it tomorrow. Oh, and I,ve fixed a little texture problem I've been haunted by for days.
Pip pop, more to follow...
Tuesday, 23 June 2009
Holy Phew! Naughty spaceships ahoy!

Here, we can see there's not too much going on with the player's Heads-Up display so far, but that's OK because I know pretty much where we're going. What we do have is an aiming guide which, while green in this image, will turn yellow when you center up on a ship. Doesn't sound too great, but by the end of tomorrow that will allow you to lock your targetting computer on a ship, or a planet, or (eventually) a spacestation, and either launch a fire-and-forget missile, or be pointed in the right direction so you can follow at your own speed. This'll really come into play for missions in the game but for dogfights it'll be cool. Speaking of cool, the coolest thing in the image is the particle system. I've just clobbered that ship one with about 5 laser shots and as a result, it's spewing gasses and fire into space.
This is cool for two reasons: Firstly, it looks great. Secondly it allows the player to really see that they're doing damage to the enemy which is a big plus. When you actually hit the enemy ships, they chuck out a flare of fire and smoke, and the shields produce a bright blue "spark" - actually a dynamically generated texture - to indicate the hit visually. No sound FX yet, I'm thinking of having a go at some preliminary sounds tomorrow.
I also have our solar system generator engine working OK. The sphere models used need to have a higher poly count but the basic code is good. About 5 seconds to generate an entire solar system of planet textures and attendent bunkham.
One other thing you can see onscreen in the medium-range scanner, which is the green grid low down in the middle of the screen. All objects within a fixed distance appear on this indicator, so as well as the identification tags (like the callsign for the ship I'm attacking in the image) you can get your barings. Your ship is positioned right in the middle of that grid, and it's always aligned so the plane of the grid matches your "horizon". Next up are pitch and roll dials, a text notification area, missile status indicators, and other feedback items. I'm basically going through the feature list and knocking them off one by one, with an eye on the future plans I have for the project. For example, when you finally destroy a ship, a load of wreckage and cargo is released into space - the cargo handling code already ha
s the functionality for any ship to capture the loose cargo and store it in their hold. Speaking of which, to your left here is what the cargo and wreckage looks like shortly after creation.Lovely stuff. Not so much it just clutters the screen, but enough so you have to pick your way through to grab the cargo.
The last couple of hours today I'm going to use to just tighten everything up so far, and do a teeny bit of optimisation (not too much, I hasten to add) and tweaking. I'm still not 100% happy with the spacing between planets, the sun behaves a little irratically because I've been a mite sloppy with my renderstates, but it's all easily fixable stuff.
All in all it's been a productive first week of work on this 4th rewrite. I'm going to add a frames-per-sec counter so I can keep everything running well within the limit of smoothness but at the moment we're jitter-free until there are about 20 ships flying, fighting and exploding their way around the system. I need to get the system size right for this number of enemies knocking around since 20 is on the limit of playablility - any more and quite frankly you don't know which way to turn next. The next 2 days then are for:
- Finishing AI code for attacking other ships including player, and cargo chasing
- Finishing the Heads-Up display
- Cargo capture
- Auto-follow and FnF missiles
- Auto-orbit around planets
Nothing too daunting there - although the AI ships have already been a little problematic. That's more to do with the normal "where the hell do I start" feeling I always get when begin on a new project. I've only used about 20 lines of code from the old version of the game, so it's all new code and largely new ideas, and while the old versions and Carrum have really taught me a lot about writing games (and the particular problems of 3D games especially) there's still a lot to take in. I used a different model for laser collision detection, using rays and boundingspheres, and it's nice and efficient and allows me to render a light when a laser shot passes close to a ship, so the nice, bright, dangerous red is splashed all over the hull. Looks amazing in the middle of a close dogfight! I'd used rays for the targetting system in the old version, but the actual laser<->ship collisions was all intersecting boundinsphere stuff and frankly, it stank out loud. We're looking good in this version though. It's fast, low-load and medium accuracy which is perfect, especially when you have 15+ ships and 20+ lasers to deal with!
Anyway, teabreak over. It's almost 2am and I want to be in bed by 3, so better crack on with this little tidyup...
Wednesday, 17 June 2009
I didn't even want a day off!
What I do like about the game is the control model and the way that player moves are always well choreographed in both main action animation and in transition between moves. Really very smooth. Also, the shaders and the texturing are great. And the character kinematics are great. Terrain collisions are a bit frustrating, especially coupled with the flat sector map on the HUD. But my biggest frustration is that for all the obviously excellent code and art, this game is cripplingly limited by the linear storyline, short levels and inability to wander around, maybe coming a en ememy from behind or avoiding them all together. And for all it's intrusion, the story is predictable, underdeveloped, and I could see no reason for most of it aside from providing a segway to the next level. The characters behave unrealistically, their deeper motivations hardly touched on (despite a promising start) and the perrenial Star Wars choppy dialog is everywhere.
I'm hoping that there's more freedom and variation in the online play, which I'll have a look at tomorrow when I take a break from coding. I'll also be migrating my old blog posts from www.mstargames.co.uk to here for the sake of completeness.
I bid you good day sir!
Tuesday, 16 June 2009
Pirates Ahoy!
So, over the course of about 13 hours today I've got more done than I thought I would. The only disappointment has been with an atmospheric diffraction shader, which seems to operate on a different origin to all the other shaders - but that's been put on the pre-beta fixlist, and will be dealt with after all the base functionality has been put in place and before we go for initial playtesting.
So, the plan for tomorrow is to add manufacturing, imports and exports to each planet, a way to shift goods from one planet to another at a profit (and in a realistic, dynamic market) and a spacestation to allow extra-system imports and exports. That means also adding trading ships and an "orbital trading" interface. And an in-flight HUD, including a scanner. That sounds like a DrawableGameComponent to me.
That's it for dev day one. I'm off to bed to think about commodities...yawn!