Well, mind giving it a test? If it works, Patrik can go ahead and lump it into the update he's working on. ^^
Well, mind giving it a test? If it works, Patrik can go ahead and lump it into the update he's working on. ^^
How do you mean it's bad? It's how Starcraft works... >.>
Patrick made the snazzy little graphic at the top of the Moddb page. ^^
If we can dig up the never-released-due-to-HD-crash patch, maybe Patrick can finish the terrain up on it and release it. =]
December and January in review are finally up... now onto February. =X
Realistic, to a degree. 100% realistic is questionable for its fun content. ;D
Working on it. A lot of "potential" means a lot of work. =P
Many experimentation's. O.o
One step at a time. =]
If you're referring to the styles for the character, atm we're favoring the final rendition of the head on the far right:
Full-time job for the whole group. Building an engine from scratch takes a lot of work. =)
Well, check out Liquid Cubed (https://www.indiedb.com/games/liquid-cubed) on the Liquids/Gasses front, and while I would ordinarily suggest you just "wait and see" and play the demo, you've apparently already given your financial support!
We can't promise everything will be in all at once, however our development is aimed towards achieving those things we're confident can be done over a realistic period of time. Some of it will require more helping hands in the long-run which we'll be asking for community assistance with (modding, ar, and much of the general content expansion we're expecting we'll need to increase the size of our team to accomplish.
That said, the engine is continually evolving and being worked on every day (including the weekends) in an attempt to make a playable, working demonstration of the game's promise to be out of the realm of "maybe" and into "likely". It's the beauty of being an indie and being able to take that risk on something new and innovative.
Although few in number, we've been working diligently the past several months on the multiplayer and character engine to make it absolutely seamless, and hope you'll stick around to give it a shot once it's ready for release. =)
Getting the multiplayer right is paramount, with Notch himself wishing he would have built Minecraft with multiplayer from the beginning. It's taking a bit of time, but we can't move forward with the ship systems and main gameplay until its done, and what we had in the past was held together by popsicle sticks.
As for the character, it's in no way final (there was literally no attempt at texturing it yet), and you might want to follow the discussion in the forums to get a better idea on what we're going for.
Thanks for chiming in!
Yeah, our first impression was, "Wow, what game is that from?".
... >.>
We're going to look into creating more complex/EVE-style skyboxes. =)
Full-sized planets would resemble Minecraft's "infinite" terrain when you land on their surface, and so we'd need to spend precious development time re-treading the same steps as Notch (and everyone else). We want to start with the difficult bit with the free-floating entities (ships, asteroids) before implementing the planets. =)
Working on a replacement for the IrrKlang sound system. Too many machines were having incompatibility issues with it.
Likely to be replaced by more artificial means, but these can get you started with atmospheres in a hurry.
Every entity has a specific mass that we can easily plug into, so yeah. It's a question of when it gets irritating to deal with as the player though. =)
Gravity boots will not work when gravity is already present.
Asking for us to stay away now are ya. ;P
I certainly understand, and we're considering more "alien" and less immediately rip-off identifiable texture sets for the terraformed asteroids.
In the future our angles system should do away with the tell-tale "caking" that occurs in a Minecraft clone, it's just a question of development priority to utilize said system.
So... shorter videos huh? ;P
Workin' on that. As a six sibling family, multiplayer is paramount, and we usually tend to play the games that have the least amount of start-up time for multiplayer. =)
Good point. *scribbles frantically: chair hats are out*
DxDiag is retrieved by opening the DirectX Diagnostic tool, instructions here: (http://blockaderunnergame.com/dxdiag.aspx)
Could you send your dxdaig (http://blockaderunnergame.com/dxdaig.aspx) to support@zanmgt.com? This is likely due to your hardware but we'd like to confirm. =)
Demo has about half of the features made available in the editor, including symmetry, mirror, rectangle tools and a good deal of the objects and prefabs.
The multiplayer and solo (in development now that we have a stable editor for everyone to use while we "break things" with the main game) are still under consideration for their limitations. Good bet is on character limits, and perhaps some limits on sandbox mode, etc.
Multiplayer's being renovated at the moment, keep an eye out for patches during the next week.
irl or in the game?
The Moon or Vesta with any likely possibility of an active core being long dead would be a great experiment for that... theoretically there also shouldn't be any of the hydrogen pockets or intense heat we've run into at 7km here on Earth, we might run into some radioactive bits though.
I can imagine some fun experiments performed at the Moon's core. I wonder what your head would feel like at the focal point? ;D
The debris are not "items" you can collect (that's a separate object that we're aiming to be Borderlands-style), they're only meant as a special effect of sorts. I think the debris has a light mass of only 10g so they're not too annoying to maneuver around. We could try something more intense though. =)
Blockade Runner calculates mass for an entity (asteroid, ship, etc) in realtime, so it's just a matter of plugging in how much we want objects to be pulled towards the object. The thing is though, in real life it takes an enormous amount of weight to attain any noticeable gravity whatsoever, so we're going to gamify it a bit for the sake of fun though to get more of the "mass = gravity" effect.
[ZanMgt]Aaron
Aaron joined
Creative Director for ZanMgt.