Content sucks.

Published January 04, 2007
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I've started work on some of the content for Novarunner, now that I've figured out how to use LithUnwrap. I wish I had known about this tool a long time ago; it makes 3D modelling like painting those little papercraft toys.

Which I was never good at, but whatever. So far I've made a poorly textured space station, and are working on the player's initial craft. I might just pop a bunch of untextured meshes in there; art's not really as important as getting the fun down.

I've also started work on the menu system; it'll work like Glow, hopefully. One of the things I want to do is allow the game to continue to simulate itself while the menu is active, so you can "look out the window" in space stations and see the game play itself in real time. This feature might get axed, though -- it looks to be a lot of work.

I really want to get the input hooked up to the player, and then I'll start on getting the joystick hooked up to the input and the physics hooked up to the player as well, so we can start flying around the current system.

To do:
  1. Get camera locked to player actor
  2. Get input hooked up to player actor
  3. Make joysticks emit input events
  4. Get joystick hooked up to input
  5. Get physics hooked up to player and other actors
  6. Hook up the star system loader again
  7. Render loaded star system: create "dockable" actors and populate their inventories at spawn
  8. Implement ship menu
  9. Implement star map
  10. Load systems from disk to populate star map
  11. Switch systems
  12. Re-populate systems from "named actors" table
  13. Implement shopping
  14. Implement combat
  15. Implement ship AI
  16. Implement save/load game, front end UI
Yeah... lots of stuff.
Previous Entry Cubits.
0 likes 7 comments

Comments

Scet
January 04, 2007 08:52 AM
SticksandStones
Quote:Original post by Scet


That is AWSOME.
January 06, 2007 01:05 PM
NegativeGeForce
lol @ "lies". is this game going to be strictly top-down like all your other games? Sounds like phun.
January 09, 2007 01:54 AM
Lord Mike
# Get camera locked to player actor

I really suggest you set the camera and avatar at one fixed location. And let the entire world spin around it. Thats what all normal games today are designed around.

PM / Email me for examples.
January 09, 2007 04:39 PM
Lord Mike
# Get camera locked to player actor

I really suggest you set the camera and avatar at one fixed location. And let the entire world spin around it. Thats what all normal games today are designed around.

PM / Email me for examples.
January 09, 2007 04:44 PM
Ravuya
Quote:lol @ "lies". is this game going to be strictly top-down like all your other games? Sounds like phun.
It's first-person 3D. I don't know why.

Quote:I really suggest you set the camera and avatar at one fixed location. And let the entire world spin around it. Thats what all normal games today are designed around.
Figure of speech. That's pretty much what I'm doing with the camera code already. By "lock it" I meant just bringing it in line with the player's coordinates (and not drawing the player model, since it's first person).
January 10, 2007 07:44 AM
Ravuya
Quote:lol @ "lies". is this game going to be strictly top-down like all your other games? Sounds like phun.
It's first-person 3D. I don't know why.

Quote:I really suggest you set the camera and avatar at one fixed location. And let the entire world spin around it. Thats what all normal games today are designed around.
Figure of speech. That's pretty much what I'm doing with the camera code already. By "lock it" I meant just bringing it in line with the player's coordinates (and not drawing the player model, since it's first person).
January 10, 2007 07:45 AM
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