Monday, December 16, 2013

Inside the design

With the Flight System basically sorted out I've moved to the interiors for the game and brought over the First Person stuff, tweaked it up and started looking at ways to slap the two together as well as working on the playable interior areas, character generator, flying straight from space to ground level of a planet, researching how to do better audio, character speech, design AI and a bunch of other little things.

Working on the level interior has been interesting, I've figured out the basics of lightmapping and batching that will help keep the interior's buttery smooth ingame and realized that making interesting interiors is more of a challenge than I expected.



Also, the Elevator. kthx.

Other than that I've worked on improving the overall atmosphere in the space scenes, put together some basic AI with a physics driven motor that can effectively wander and avoid collisions almost completely, investigated randomly generated characters to be able to store them and inject them into the game later by script, made some minor advancements on the ship GUI and other small features.




Hoorah! It's looking better every day. I'm sure the videos are kind of boring to watch for most of you, but for me the things they show are good, solid improvements and progress. Next video should showcase a pretty significant update, either 1) active characters ingame, 2) entering atmospheres from space with landing on the terrain or 3) AI battles. It's all some distance away and needs a lot of work to make any of them happen but I'm inching closer to them all the time.

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