Here is a collection of more or less "explosive" screenshots I managed to capture today.
Here is a collection of more or less "explosive" screenshots I managed to capture today.
Here is an updated GIF. I have made a lot of small and big improvements to the overall looks, but there is still a lot of work to go.
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As always, the development is taking longer than initially planned, but in the last few months, I have changed and improved a lot of things in the game. I'm now working on a new procedural system to generate rooms and place objects/enemies.
The system is based on CSG, but rooms are also aligned so that I can use portal culling. Objects are placed in 2D grids defined on flat surfaces. The algorithm automatically detected these surfaces.
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@m4nu3lf said: As always, the development is taking longer than initially planned, but in the last few months, I have changed and improved a lot of things in the game. I'm now working on a new procedural system to generate rooms and place objects/enemies.
The system is based on CSG, but rooms are also aligned so that I can use portal culling. Objects are placed in 2D grids defined on flat surfaces. The algorithm automatically detected these surfaces.
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This reminds me a lot of the old game Forsaken. :)
I wasn't planning on starting a dev log, but Dev-logs can happen. I'm still figuring out how to properly edit and record the audio, so be patient (feedback is appreciated).
My game has a more hard science tone, and I used rigid bodies and forces to simulate the ship realistically. So, true Newtonian physics in friction-less space?
I don't know if this is something you are looking for, but I'd be interested to playtest this when it's at that stage. It does remind me a little of Descent.
Good luck with your continued development!
@Maaack said:
My game has a more hard science tone, and I used rigid bodies and forces to simulate the ship realistically. So, true Newtonian physics in friction-less space?
I don't know if this is something you are looking for, but I'd be interested to playtest this when it's at that stage. It does remind me a little of Descent.
Good luck with your continued development!
Yes. The ship has various flight modes, though. One is without any damping, so you accelerate, and the ship keeps moving in the same direction at the same velocity. With damping, the ship slows down, but it does so by using thrusters and consuming propellant.
Thanks!
I'm considering switching to toon shading and more saturated colours. Wdyt?
Hello everyone. Just wanted to provide an update.
First, I'm almost done with the procedural system to generate rooms and place objects.
I decided to switch to toon shading but also added GI (that can be turned off).
Third, I optimized a lot by parallelizing more logic.
The game still isn't exactly lightweight due to the amount of physics, physics-related logic, the size of the maps, AI and more, but I'm making sure I get at least 30FPS on my laptop (which, coincidentally, has the closest commercial CPU to the one of the Steam Deck).
Now I'm focusing on refining graphics and adding content/tuning the gameplay.
Here are a few screenshots.
m4nu3lf The game still isn't exactly lightweight due to the amount of physics, physics-related logic, the size of the maps, AI and more, but I'm making sure I get at least 30FPS on my laptop (which, coincidentally, has the closest commercial CPU to the one of the Steam Deck).
Worth a note that the exported game should perform a bit better than the 'editor' launched test runtime(debug build if you will). Also, @cybereality has a steamdeck so if that is what you are targeting if you ask nicely perhaps they are willing to do some performance testing and profiling for you before you launch a final build. Given that they have the time of course. Never hurts to ask tho.
Megalomaniak
I usually test the game without exporting it every time by dropping Godot's export template in the project directory and running it. It automatically runs the project, and I believe that (except probably for the loading times) the performances should be very similar if not identical to the exported version.
If I have to target the Steam Deck, I definitely will have to buy it (which I intend to anyway), or it would be impossible to iterate. Currently, I'm only trying to avoid making the Steam Deck support impossible without massive changes.
m4nu3lf If I have to target the Steam Deck, I definitely will have to buy it (which I intend to anyway), or it would be impossible to iterate.
Yes, that would be ideal.
At one of the worst times of the year to release something, Outer Space: War Gears is now available in Early Access on Steam! (Make sure to read the Early Access info).
m4nu3lf BTW you might want to update your opening post with the steam link and a image, either screenshot or some title image or such. whatever the first image in there is will become the topics thumbnail.
Quick update. I'm redesigning some parts of my game (like the gunship model). I also started working on a multiplayer P2P mode!
I made a lot of progress with the P2P multiplayer mode. I have a functioning death match map. I need to do more testing, though.
Here is some up-to-date footage of a playtest session of the deathmatch mode.
I'm changing some of the visuals of the ship. Now you can see the cockpit!
From just a cockpit to a VR mode was quick.