Tag Archive | gaming

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:

Thoughts on the controls

I have started implementing the basic controls for both the keyboard and joysticks and to test everything out I added basic thrust and torque controls, and while this is really hard to control as each torque requires a counter torque from stopping to spinning I started thinking. The WebGL version of lander and I recall the original (I still can’t get it to play on my win7 system) let’s you enter the desired orientation and let a AI controls the torque thrusts. This is a much easier control scheme as you don’t have to compensate for the rotational adjustments.

Going a step further one could add another AI layer to control the main thruster and let the player use a fps-like control to control the lander. With this control system a couple of issues arise on how the camera, the input display and, most important, the aiming should work, and I’m thinking time and testing will only tell if this is a feasible input system, I believe it’s a good way to testing the AI that will be controlling the enemy landers.

The music

Development on the game engine has been slow this past week so this week I’ve been thinking about the background music for the game. I don’t know the actual graphical style of the game just yet but I think I narrowed down the musical style to either some slow form of swing/jazz like this:

Or some some ambient 80’s style electro music like this.

Given the I’ve already found some electro music that seems to be fitting and that lander used some similar music pieces, it’s safe to assume that I will be using that electro music during the early alpha builds.

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.