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The road that follows

I really want to release a demo to get a feedback on the actual game, but there are a few things that I think should be fixed before I release a early preview build:

  • Redesign the hardcoded input system, I’m working on this now
  • Add lights and shadows to the renderer, this will really help the player determine the depth when flying around and help immersion
  • Add 2d rendering/menu, this will provide the GUI for the “press start to play” so the game know what control to accept input from
  • Physics motor, this is perhaps the most important feature. This will allow the player to control the heading of the ship while the motor control the amount of torque to apply to keep that heading
  • First person/cockpit view, as I pretty much already have oculus rift support, this is a given, however given the way the craft moves it might make you really dizzy.
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Development stories

It’s been a while since I posted, but I have been buried deep in rift and input development. Rift development is pretty much done and I have rift support. I have received my razer hydra and backed the stem system and I’m hoping I’ll receive my sixense stem system in July.

Oculus development

I’m in the middle of adding oculus rift support to my engine, this is what happens when you mix up your matrices:

Ship designs

Bought myself a stylus and installed sketchbook express on my nexus 7 and sketched some lander ships, this is the result:




Working hard

I’m working hard, soon I will have input partly completed but in the meantime have a look at the physics in action on these stand-in graphics:

Distribution thoughts

This week instead of talking just design I thought I would be nice to share some development ideas that I’ve been brewing for a while, and it has to do with distribution of the game. The obvious choice is steam, and probably the equivalent to the appstore on ubuntu(if that still exists and is flourishing), but a part of me wants to sell the game to all linux distributions and I can’t test that at all.

The obvious solution for me is to let the others port the game for free, and by game I mean the engine running all the game specific scripts and reading the game specific data as I plan to actually only sell the content, the game/engine running the content is open source. While I haven’t decided on a license, though I’m thinking LGPL, GPL or something close, it’s pretty early on in development, and nothing game like can be seen it is available over at github.