Next up
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).
A mock-up of a concept I'm toying around with in the back of my head.
Implemented another event type. Only three more to go and the events are complete...
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.
You can't see them and they can't see you until they're in your LOS. Step 1 in adding enemies to Wifinite Space is complete (Step 2 is everything else).
Play the #OperaGXGameJam version here: https://gamejolt.com/games/wifinitespace/637900
Rifles might be just a liiiittle OP...
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...
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.
He died doing what he loved...Refilling the ship's oxygen supplies...
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