Next up
A mock-up of a concept I'm toying around with in the back of my head.
Views successfully wrangled in HTML5. Now to actually start implementing mechanics...
Working on a lighting system for the game (as well as the first bit of work on enemies). Certain things are invisible in the shadow (such as the aforementioned enemies). Once line of sight has been established, the enemies become aware of you.
Anyone feel like checking out my Opera GX Jam submission? Would be swell to get a few more eyeballs on it =)
https://gamejolt.com/games/wifinitespace/637900
And now there's an information desk. See what active tasks you have and all the information you need about them, as well as a few stats relating to the ship and players.
So I've been creating an extended version of my #OperaGXGameJam entry (play it here: https://gamejolt.com/games/wifinitespace/637900) and...well, here's some procedurally generated asteroids you can mine for minerals...
Engage!
A prototype version of the mining mini-game. Each asteroid is uniquely procedurally generated and fully destructible (although you only need to mine the blue bits for material).
Implemented another event type. Only three more to go and the events are complete...
Built a lighting system that supports hundreds (maybe thousands? I haven't tested) of shadow-casting lights, with post-processing applied, while maintaining FPS in the multiple hundreds. Purty, I think.
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