Six years on the date, and now I’ve made another post here… Not sure how often I’m going to update this, since Facebook/Twitter are much better ways to connect and interact with people. Either way: Six years, and now I’ve come full circle back to prototypes with ships. Let’s see if I make the game for reals now.
Current prototype: https://twitter.com/i/status/1168273519484002307
Testing out cannons, so I made them fire as fast as possible.
I started work on getting some tools in place to make large structures easier to create. Here’s iteration one of the box tool.
Made by using the box tool to create a big box, then using it again to replace one of the walls with glass.
I wrote a terrible method for building physics data for these structures. It seems to be stable (for now).
Maybe flying soon!
I hooked up the game to the Rift. Destroying perception of up and down is fun.
I haven’t made the cursor render on both sides yet, so it’s outside of the peripheral.
Wheeeeee. It’s much more fun to fly into an asteroid at maximum speed in first person.
So it begins.
I’ll make a video as soon as I get projectiles in the game.
I’ll also be investigating breaking ships into large chunks – it’s a little bit expensive to smash a structure into hundreds of pieces. In the above picture, I actually do a random chance (50%) that any individual block will be created as a physics object.
My friend Mark created some asteroids and an asteroid spawner, and I added some thruster physics to ships and a SPACEbox.
Here’s the result.
I added in some basic movement controls, and made a red fighter that chases me using the same movement controller.
Green line is target position, blue line is velocity, and yellow is target direction.
More tomorrow after I get some sleep.