#Frutiverse#devlog
I improved the Sun's corona graphics. Now the ambient light has a greater reach. Also, all objects receive heat damage when they get too close.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
It took me longer than I want to admit, but I now have the first version of the Clouds generator. It even handles animation for spawning and despawning.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
I am finally happy with how my rope physics are turning out. The rope can now break if it is overstretched or hit by bullets.
#GameDev#IndieGame#Box2D
#Frutiverse#devlog
Today I had some fun with #Box2D and tried to implement a grappling hook. It's a fun element, but making it stable is a hard task. I'm not sure if I'll manage to create a fully physics-simulated version.
#GameDev#IndieGame
#Frutiverse#devlog
Finally, I'm putting together raiding. When a ship is fleeing, it can distract enemy by ejecting some of its cargo. I definitely need to reorganize my behavior tree, top level is getting too wide and calculating weights is getting messy.
#GameDev#IndieGame
#Frutiverse#devlog
I had to take a break from AI, so I improved the sun's physics and visuals. Of course, entering the sun's corona will cause some damage in the future.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
I was dealing with performance degradation as asteroids developed complex shapes over time due to mining. Good thing is that I can let bots clean up the system by prioritizing complex asteroids, keeping my system nice and clean.
#GameDev#IndieGame#Box2D
#Frutiverse#devlog
It is time to bring some life to my solar system. I've set up spectator mode with accelerated timestep so I can see what's going on. First goal is to set up a basic economy to drive the AI agents behavior.
#GameDev#IndieGame#SpaceSim
#Frutivese#devlog
I did some testing, and with my setup, I can really push #Box2D beyond its limits. Even at distances greater than 40km from center, my simulation still holds together. Naturally, I don't need my system to be that big because it would be too empty.
#GameDev
#Frutiverse#devlog
I am putting together a Solar System editor. It's fascinating to see how a simple implementation of gravitational forces can create interesting effects, like a planet stealing a planetary belt from another planet.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
I did some performance testing. A hundred AI ships are no problem. They're mining that asteroid belt really fast, but their item-picking ability needs improvement.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
Today was a good day. I made multiple small graphic updates:
- smoother bullet rendering
- improved camera movement with zoom
- added another parallax layer to the background
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
I thought that implementing a dynamic camera would be a relaxing task, but when I had a version that was visually appealing, it turned out to be really annoying in combat.
#GameDev
#Frutiverse#devlog
Today, I implemented two small features: cruise flight, making long-distance travel more pleasant, and planetary atmospheres affecting ships. Meaning a fast re-entry can be deadly.
#GameDev#IndieGame#SpaceSim
#Frutiverse#devlog
I am implementing Dogfight AI. This is always my least favorite part because it is hard to balance interesting behavior with efficiency. But a few different maneuver types should do the trick.
#GameDev#IndieGame#SpaceSim