tommulgrew.itch.io

tommulgrew.itch.io

@tommulgrew.itch.io

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I have some mad plans for networked nodes exchanging raw sparse voxel octree data (for reasons). It will require a heap more code before I know if it works well enough to be useful. But for now there's this to look at. #voxel #octree #svo

It didn't result in any more browser plays or downloads though. Perhaps it popped up in the search results for some unrelated slightly newsworthy search, and people clicked it by accident...? 🤷

Working on the hyperspace logic. You select you destination while docked to the station, then leave the station and fly to the jump point, which triggers the jump. You then have to dock with the station before jumping again. (Still needs a warp animation.) #pico8

Using Perlin noise to determine the star factions, so humans are mostly top-left, droids mostly bottom, aliens mostly top right. I might do something similar for technology levels etc to set prices for tradeable goods. #pico8

Starting on the space station interface. I'm thinking Elite-like commodity trading, but with the option to sign up for missions, and tracked standings with different factions. #pico8

I'm trying to create some factions with distinct visual styles. Humans have gray ships based on vehicles (cars, planes, ships). The command ship needs a bit of work to make it less ship and more spaceship I think. #pico8

I will probably add robot faction as the 3rd faction, with a boxy non-aerodynamic theme for their ships. I had planned 4 factions, but I've already used 10k of my 32k model budget on the ships and space station, and I still want to add pirates and traders.

I don't really have anything new to show. I just like watching these mayhem space battles. It is remarkable how much of an object's shape and direction your brain can deduce from just a few pixels. #pico8

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This runs a bit better. Pairs of bullets are treated as 1 entity now (not 2). Which is a bit of a compromise, but worth it. Also added a basic sphere test to quickly discard impossible combinations. #pico8

After some investigation it looks like the gameplay is tanking the CPU when lots of bullets are in the air, rather than the rendering. There might be some low hanging fruit in there.

Starting to feel like a space battle now. Some perf issues when lots of bullets in the air - might need to switch from polys to particles. And I need to figure out what role the large command ships will play - currently they just sit there. #pico8

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Also need to decide the difficulty balance. Currently player has the same ship as AI fighters w same shield, firepower, handling. Which means you can quickly get destroyed if several opponents randomly target you at the same time. Might give the player an advanced ship to compensate.

And the radar needs a bit of thought - e.g. distinguish squad from enemies from neutral. Also it adjusts the range based on the closest ship, which means far away ships aren't visible. Separate close-range and long-range radars might make sense.

Starting to feel like a space battle now. Some perf issues when lots of bullets in the air - might need to switch from polys to particles. And I need to figure out what role the large command ships will play - currently they just sit there. #pico8

Current gameplay: Ships are grouped into squads, which have flight plans (waypoints). Squad leaders follow flight plans, other squad members follow the leader. If squad leader detects an enemy squad nearby it vectors towards it. When fighters detect an enemy ship in range they target it.

Need to decide on the core gameplay. Players can be part of squads (or even lead them). So some scripted or proc gen missions could be possible. Although I was thinking of an Elite-like w players jumping between stars, trading and upgrading. Maybe picking up missions from space station job boards.

I had to go back to the drawing board, but formation flying looks like it's working now. The large ship is the leader, and flies from waypoint to waypoint. The rest of the squad tries to maintain their relative formation positions. #pico8

Working on the dogfight AI. If they can't line up enemy within a few seconds they have to throw in a couple of random turns then try again. Otherwise they end up circling each other forever. Still needs logic to avoid head on collisions. #pico8

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I sprinkled in a bit of quadratic formula, and now the AI knows how to lead its shots. I'll have to decide whether to leave the visual indicator in for the player. I kind of prefer the game without it, but the AI might need toning down a bit. #pico8

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Making the ships (enemy and player) a bit *less* maneuverable makes it slightly less impossible. Now I have to figure out how to get the AI to aim at the player... 🤔 #pico8