New gameplay and track preview
Peter Brown, aka Peaks, has been hard at work making a soundtrack for the game and produced a new gameplay video to show off one of his tracks!
You can hear more of his work, including his self titled EP, at soundcloud.com/peakssound.
Large ships
How large of ships can our engine support? Pretty large. One of my favorite things about game development (really just about computers) is seeing simple rules give rise to complex and beautiful phenomena.
For example, making a huge grid of 2000 railguns and then firing them towards the center of the ship makes a really cool dragon starburst pattern. Each turret rotates to track the cursor, but at a limited speed, so the turrets make a cool rippling effect when the mouse is moved.
Futher down the same ship engages a fleet of doomed red-orange ships. Presumably they are to busy trying to dodge do enjoy the nice sweeping pattern of the projectiles.
Screenshot Saturday, Feb 1 2014
For the last few weeks I’ve mostly been working on accessibility features like save slot management, key rebinding , and a tutorial. Check out the reddit post For more details and screenshots.
Here is a teaser showing the ship editor with built in help interface. This in-game editor is essentially the same as the editor used to build all the ships in the game, and supports a rich variety of editing commands designed to make creating large complex ships as easy as possible. Beyond the basic drag and drop of arbitrary ship pieces, it supports undo, copy and paste, mirroring, and more.
Screenshot Saturday
There are some new screenshots and a gameplay video up on my screenshot saturday post.
Teaser gif with updated explosions: