Hey Josh,
First of all, congratulations with the work on the game and kickstarter.
I would like to humbly request you about writing some tutorials on space graphics. I would love to know how to get the graphic feel of limit theory. If correctly done, you would be responsible for many a people building space games.
Didnt know where to post this, so posted it here.
Thanks
Post
Fri Jan 18, 2013 10:19 am
#2
Re: Space Graphics Tutorials
Have you been here?
There is no "I" in Tea. That would be gross.
Post
Fri Jan 18, 2013 6:56 pm
#3
Re: Space Graphics Tutorials
Hey Araknus,
I imagine that I will do so once it's released. For now I am continuing to develop my own understanding of space graphics, but once I feel that I've done a good job of understanding all aspects of it and I happen to get some free time (read: after the game is launched), then I will probably do so.
Better yet, it's entirely possible that I will release some kind of open-source space game engine in the distant future. At some point, once I've done my bit of exploring space gameplay, I would love to open the stage for others to use such an engine to build cool space games. But all of that is quite far off for now, so I'm afraid you'll have to wait a bit!
I imagine that I will do so once it's released. For now I am continuing to develop my own understanding of space graphics, but once I feel that I've done a good job of understanding all aspects of it and I happen to get some free time (read: after the game is launched), then I will probably do so.
Better yet, it's entirely possible that I will release some kind of open-source space game engine in the distant future. At some point, once I've done my bit of exploring space gameplay, I would love to open the stage for others to use such an engine to build cool space games. But all of that is quite far off for now, so I'm afraid you'll have to wait a bit!
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford