It’s no secret that the disruption brought upon PixelFoundry by the unsuccessful Kickstarter campaign has slowed things down a good deal for us. It’s also understandable that our recent lack of updates might seem out of the ordinary. Since then, we have been reflecting on what we have achieved thus far while figuring out what the future holds for Blackspace. With our timeline in major flux, any “announcement” that is not set immediately in motion would prove to be problematic.

With all that said, we are still dedicated to bringing Blackspace to our fans who have supported and followed us thus far as well as those that have not had the chance to even hear about us. Along those lines, we are working on putting together the “Mechanically Challenged” pre-alpha demo which we had originally promised during our Kickstarter campaign. This has meant that we had to hammer out some of the rough edges (in some cases literally) that did not get featured in our previous media showcases, as well as removing the reliance on dev-only debug functionality that we use on a day-to-day basis. So things like input control assignments along with gamepad support and graphics settings are now properly customizable via the front-end UI. There is still much to expose to the end-user UI however, not to mention that the UI system overall itself is still in need of a decent facelift. The good part about this effort will be that there will be little-to-no lost work that we would not have had to do for the final version anyway.

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Blackspace In-game Flight Mechanics Pre-Alpha Video Blog

Given the work we’ve done in regards to the lower level tech in Blackscape, I figured it’d be a good time to post the way we light things in our game.

Disclaimer: This post might be a bit heavy on the graphics-terminology side.

Here’s a regular scene from the game:

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Here's a first look at the user controlled vehicle (LGOV) at various locations on one of our asteroids.

 

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At long last, an update.  Apologies for the radio silence, we've been neck deep in game guts.  Its funny, in many game site blogs that I periodically check, I see this same type of ‘sorry bout not updating you’ post, and now I'm doing it.  Much of this recent time has been spent with designs, and gameplay mechanics. We are just now transitioning into art production now that we have a pretty good handle on how this first iteration of Blackspace will be structured.

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It seems like no matter what I work on in Blackspace, I can never quite step away from having fun with rigid body physics. Some might have already gathered from Jerry’s dev blog post (looking at the top-left window icons) that we are using XNA and various other frameworks at our disposal. I plan to get to that all in time, but the most important one of them all - not because of the API code size but because of how it will integrate into the core gameplay experience - is our physics system. So I figured it’d be good to briefly touch on how we’ve integrated BEPU into our framework, and before I do that, I want to point out that BEPU is simply great in just about every way. The demos are to the point and the forums are very active and helpful thanks to “Norbo” who answers just about any question posted on there.

 

Here’s a “stress test” shot of boxes scattered about on the planet using BEPU:

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When we were working on prototype tech, right off the bat, we pretty much knew we wanted to use a 6-sided-normalized-cube mesh that would be utilized as a height map for physical interaction with a planet-like surface, . I’ve already seen a handful of other projects utilizing a similar scheme, though in most cases, they usually talk about rendering a planet surface, rather than the physical interaction aspect.

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