Monthly update.
Author: indiefoldcreator
Date:
Sat, 28 Dec 2024
Game: Fairspace
Genre:
Action, Indie, Simulation, Strategy
Developer: Sub Orbital Software
Release Date: Wed, 21 Oct 2015
Developer: Sub Orbital Software
Release Date: Wed, 21 Oct 2015
I plan to provide general monthly updates based around all my different games and how they are to be developed.
Keep Up to date with new games and updates by joining my community group.
Galaxiverse II is launching 1st August and is free to play, add to your Wishlist.
https://store.steampowered.com/app/2750980/GalaxIverse_II/
Warlocks 4 ( unnamed ) is in planning stage and I am currently building the toolchain that I plan to use.
Core objectives
AI to switch from a path generation system to a flow field system. I think this will be much more fluid and less processor intensive.
Dynamic model loading, At present I load all models when the game loads, I will switch this to only load on demand. This allows me to have far more items with higher resolution whilst speeding up loading and reducing the memory footprint. This primarily applies to Hud/holding based items.
At present the engine supports 9 worlds of 16384x16384 voxels. I'm going to half the map size but support far more worlds, Maybe even Fairspace size. ( I would like to mash Fairspace/warlocks together ).
Dedicated server to support 32 or maybe 64 players.
Tricks and traps in the constructions / Points of interest.
The game will be released as early access and will probably stay like that for a few years.
Keep Up to date with new games and updates by joining my community group.
Galaxiverse II is launching 1st August and is free to play, add to your Wishlist.
https://store.steampowered.com/app/2750980/GalaxIverse_II/
Warlocks 4 ( unnamed ) is in planning stage and I am currently building the toolchain that I plan to use.
Core objectives
AI to switch from a path generation system to a flow field system. I think this will be much more fluid and less processor intensive.
Dynamic model loading, At present I load all models when the game loads, I will switch this to only load on demand. This allows me to have far more items with higher resolution whilst speeding up loading and reducing the memory footprint. This primarily applies to Hud/holding based items.
At present the engine supports 9 worlds of 16384x16384 voxels. I'm going to half the map size but support far more worlds, Maybe even Fairspace size. ( I would like to mash Fairspace/warlocks together ).
Dedicated server to support 32 or maybe 64 players.
Tricks and traps in the constructions / Points of interest.
The game will be released as early access and will probably stay like that for a few years.
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