
Post
Thu Jan 18, 2018 3:08 pm
#18
and i was more thinking of an indicator as to in which direction the ship is currently flying in, not the direction it would end up flying if i changed direction now
Re: 10000 Asteroids Testlevel (WebGL)
no more FPS dips below 60 anywhere anymore.Damocles wrote: ↑Thu Jan 18, 2018 3:02 pmhere a version with just 1000 asteroids:
spaceclutter 1000
Lets see if that helps the FPS
And also a target marker as suggested by Cornflakes
and i was more thinking of an indicator as to in which direction the ship is currently flying in, not the direction it would end up flying if i changed direction now

Post
Thu Jan 18, 2018 3:10 pm
#19
The target marker was in my main branch, I just did not port it to the demo.
Re: 10000 Asteroids Testlevel (WebGL)
The player will be able to upgrade the ship modules. So that could be then some projection ... or a really long rod.Cornflakes_91 wrote: ↑Thu Jan 18, 2018 3:08 pmno more FPS dips below 60 anywhere anymore.Damocles wrote: ↑Thu Jan 18, 2018 3:02 pmhere a version with just 1000 asteroids:
spaceclutter 1000
Lets see if that helps the FPS
And also a target marker as suggested by Cornflakes
and i was more thinking of an indicator as to in which direction the ship is currently flying in, not the direction it would end up flying if i changed direction now![]()
The target marker was in my main branch, I just did not port it to the demo.
Last edited by Damocles on Thu Jan 18, 2018 3:12 pm, edited 1 time in total.
Post
Thu Jan 18, 2018 3:10 pm
#20
Re: 10000 Asteroids Testlevel (WebGL)
And that engine noise is so soothing. 

Post
Thu Jan 18, 2018 3:13 pm
#21
Re: 10000 Asteroids Testlevel (WebGL)
The 1000 asteroid test: a rock-steady 75fps in fullscreen mode (i5-4670K/GTX770). Nice!
Knowledge is a deadly friend, if no one sets the rules
The fate of all mankind, I see, is in the hands of fools
The fate of all mankind, I see, is in the hands of fools
Post
Thu Jan 18, 2018 3:13 pm
#22
Re: 10000 Asteroids Testlevel (WebGL)
I tried to make it like that nice sleepy Trans-Atlantic aircraft humm.
Post
Thu Jan 18, 2018 3:16 pm
#24
Re: 10000 Asteroids Testlevel (WebGL)
Yes, that's what it sounds like.

Post
Thu Jan 18, 2018 3:17 pm
#25
Re: 10000 Asteroids Testlevel (WebGL)
I, too, really liked the hum.
Nice choice.

Post
Thu Jan 18, 2018 3:18 pm
#26

I dont really know, its a personal side project.
The multiplayer part is working but not fleshed out. So stay tuned for updates in the coming weeks.
I dont plan to make it a highly competative multiplayer. The DEV galaxy is around 500 systems with around 8 planetary systems each (and their moons), and other places.
So enough space to have a nice singleplay exploration experience.
In the end, the features are not nailed down yet, still under change.
Re: 10000 Asteroids Testlevel (WebGL)
I intend to take below 5 years

I dont really know, its a personal side project.
The multiplayer part is working but not fleshed out. So stay tuned for updates in the coming weeks.
I dont plan to make it a highly competative multiplayer. The DEV galaxy is around 500 systems with around 8 planetary systems each (and their moons), and other places.
So enough space to have a nice singleplay exploration experience.
In the end, the features are not nailed down yet, still under change.
Last edited by Damocles on Thu Jan 18, 2018 3:21 pm, edited 2 times in total.
Post
Thu Jan 18, 2018 3:18 pm
#27

"aaaahahhhhhhhhh"
Re: 10000 Asteroids Testlevel (WebGL)
make it a steady-tone version of that chanting the halo theme music has at the beginning

"aaaahahhhhhhhhh"

Post
Thu Jan 18, 2018 3:25 pm
#28
Re: 10000 Asteroids Testlevel (WebGL)
Anyone found the "drifters" yet 

Post
Thu Jan 18, 2018 3:26 pm
#29
It's always good to see this sort of presentation on the forums. I miss Etsu, he used to do this sort of thing with his projects.
Re: 10000 Asteroids Testlevel (WebGL)
The multiplayer aspects don't hold much interest for me but I'm keen to see how your side project develops, Damocles.

It's always good to see this sort of presentation on the forums. I miss Etsu, he used to do this sort of thing with his projects.
Post
Thu Jan 18, 2018 3:35 pm
#30
Where the singleplayer is in the same galaxy, but more of a player in a "parallel" dimension. He can still see how the galaxy develops, see stations build by the online players, but is not a target of any sort. I know that online games can turn off players - who just want to enjoy a game at their own pace - by being placed in a competitive environment.
Re: 10000 Asteroids Testlevel (WebGL)
My plan is, that the player can choose to play in multiplayer, or singleplayer-mode.Victor Tombs wrote: ↑Thu Jan 18, 2018 3:26 pm
The multiplayer aspects don't hold much interest for me but I'm keen to see how your side project develops, Damocles.![]()
It's always good to see this sort of presentation on the forums. I miss Etsu, he used to do this sort of thing with his projects.
Where the singleplayer is in the same galaxy, but more of a player in a "parallel" dimension. He can still see how the galaxy develops, see stations build by the online players, but is not a target of any sort. I know that online games can turn off players - who just want to enjoy a game at their own pace - by being placed in a competitive environment.
Last edited by Damocles on Thu Jan 18, 2018 3:37 pm, edited 1 time in total.