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Re: The October 2014 Devlog Discussion Thread

I'm very interested in good space combat AI, it's relatively easy to make a an AI that never misses etc, it's harder to make a nuanced AI that can make mistakes etc ie a balanced opponent. I tried to make a space shooter in Unity, I was able to build the basics fairly easily despite having no previo...

Re: Scripting and graphics are nice, but where is the gamepl

I too am keen to see gameplay however developing a procedural game doesn't work like a normal game from what I can gather. You spend ages developing the engine and the maths behind the game systems then once you are done the content just sort of generates itself and emerges from the game. I think we...

Re: Procedural HUD

Perhaps Aggressive - Red/dark green colour palettes, prominence given to weapon status and indicators, sharp typefaces. Cautious - Blue/Lighter green colour palettes, prominence to shield and countermeasure indicators, softer typefaces. Perhaps as suggested above this would come from a natural progr...

Re: Procedural HUD

I like this idea One of the problems with procedural is that everything can look a bit samey or generic. If different races/colonies or however factions are differentiated have different traits and these show themselves in ship design by influencing the procedural algorithms then perhaps the default...

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