New Artwork I’ve been hard at work learning how to do pixel-art. I present you with my new “ship crashing into a sun” artwork: This is replacing the old artwork here. I think it’s a big difference. I know that the pixel-art probably isn’t very good, but I’m proud of it. I’m a little concerned […]
I’ve now started work on some of the artwork. I’m not very good, and I imagine that this game will be a pretty big learning curve. Anyway, here it is, the second peice of art I’ve ever made:
These last couple days I’ve started work on the star map. The idea is that a random number of stars, their planets, and the planets moons are generated. The numbers of star systems is somewhere between 15 and 20, maybe more or less, I’ll tweak it later. These are then arranged into “steps” according to […]
Lately I’ve been working on the events for the demo-build. Not much to say about it really. I’ve written I think maybe 2/3 of the events themselves, but will still need to create a bit of artwork to go with it. In addition there’s some additional audio to create, and I think I need to […]
I’ve now implemented the sound a lot better, events can play sound effects. There’s also a couple of different background music tracks depending on the status of the ship. I’ve added a main menu and title screen.
I’ve been thinking about how I can handle governments and government types in The Last Boundary. To begin with, I want to make sure that, as a grand strategy game, the player doesn’t have absolute control and absolute say in the way their civilisation works. Rather, they are in command, via the governing body, whatever form […]
I’ve been working some more on graphics for my randomly generated terrestrial planet. I’ve now implemented a bump map. I’m not 100% happy with the effect, it’s really very blocky, but I think it will do for now. There might be some tricks I can do like bi-cubic sampling the height-field or something like that.
I’ve added the following Lens Flare effect. It produces artefacts and then does a shaping effect on them to make them look a little more like they came from a Lens. There’s some chromatic distortion as well.
I found as I learn more about OpenGL and GLSL I find it easier and easier to decipher graphical concepts. So now I’ve managed to completely figure out bloom, HDR and real Atmospheric Scattering. I’ve also completed my Noise Engine for the CPU side of things, I’m looking into doing stuff with compute shaders to […]
I’ve been working on some new UI components, sliders and slider control groups. I’ve also put some more work into the actual UI look.