Nothing new, we keep working, textures and models are made, SFX and code written. Another dev-night is over, and we go to sleep.


This dev-night was about shader testing and finishing some old stuff that was left behind. Now we have improved asteroids and magnetic mines … and lots of new space-trash particles. Now we also know that Unity’s standard self illum shader… does not exactly self illuminate…. oh well. As soon as we have a running gameplay prototype we will have to write some custom emissive shader.
Another Dev-Night is over, and this time I’m literally falling asleep while i write this post… Xevian is still fixing some issues with the game controls, and I’ve built some skyboxes for our space environments thanks to spacescape, a very handy tool when it does not forget to render some layers … :)
Well … This week has been a bit slow. Several daytime events saboteged our development scheule … And as a result, we don’t have anything really new to show. However, we managed to fix a couple of things. We played a little with Unity phisics setup and now the collisions feel more “right”. We have also have completed the re-building process of our old art assets (broken normal maps), and now I’m an happy artist bacause I can focus on building some new stuff.