Hello... -.-

Comment History  (0 - 30 of 910)
L()KI
L()KI Apr 22 2015, 8:45pm says:

NB for those of you might ask. There are and will be rocks and other terrain objects. The map is just so large that they get placed too far apart at this stage. It will be adjusted accordingly soon. You can check previous pictures that show them.

+1 vote   media: Derelict Update. See first comment.
L()KI
L()KI Apr 22 2015, 8:38pm says:

Some more work on the procedurally generated locations for you to fight in and explore.

You can technically spawn a massive city on the entire map with the code. Complexity depends on how many models I shove in the resources folder. However I have a bad feeling about big cities. Last time I tried something like that my computer almost blew up lol, but that probably wont stop me...:) Dont worry I will take precautions.

Anyway most of the procedural code is done when it comes to building/area placement. Things like checking for flat areas to place on so it does not poke out the side of a mountain have also been implemented. Though there are few more additions to make like wind effects and larger scale placements. However the core is done.

In this pic what you see is an old destroyed town. Bandits love these kinda places, so be careful.

+1 vote   media: Derelict Update. See first comment.
L()KI
L()KI Apr 21 2015, 7:10am says:

Thanks dudes.

+1 vote   media: Back from break. Small Update. (See first comment)
L()KI
L()KI Apr 20 2015, 3:02pm says:

Hey guys sorry for slow updates, I had to take a break, so I don't commit suicide or something.

Anyway, some small bits of work were still done during said break and most of it entails lighting, procedural stuff and a little modelling/texturing.

Now buildings switch lights on after the light level drops.

NB: The vehicles in this pic were placed for visual enhancement, they do not have proper AI control yet so they aren't driving around. They do have AI control, but they are total maniacs when they see the player lol. They come at you like wild dogs on cocaine.

The AI players however work as can be seen in the distance in this pic. That guy is walking around patrolling his home waiting for a fight.

Back to work... Big update coming soon.

+2 votes   media: Back from break. Small Update. (See first comment)
L()KI
L()KI Apr 11 2015, 2:53am says:

Main thing is the addition of the temperature system(partially done). You can see the "TMP" UI for it on the bottom left. It changes depending on time of day and will be effected by weapons etc.

Other work involves adding slight bloom, more modelling work as usual and some optimizing.


+1 vote   media: Small update. See first comment.
L()KI
L()KI Apr 8 2015, 1:03am replied:

Thanks bro.

+1 vote   media: Update, dark nights. (See first comment).
L()KI
L()KI Apr 7 2015, 2:44am replied:

No it depends on the server side and on the sector within the game. So you can log in and it will be night or day or something in between.

+1 vote   media: Update, dark nights. (See first comment).
L()KI
L()KI Apr 7 2015, 1:13am says:

Real dark nights are in the game now. If you are scared of the dark, better come back and play when its daytime. It also helps to nerf OP vehicles and long range sniping...

You will get night vision, but it will cost energy upkeep. Same with cloaking.

Other progress on lighting, further modelling of vehicles, reworking and finalizing of very early models. More work on the sky, terrain objects and some other stuff I am sure I did but cant remember exactly .

Also note the light beams will be increased to light up things further away than seen in the pic. Noticed its a bit short :).

+1 vote   media: Update, dark nights. (See first comment).
L()KI
L()KI Apr 5 2015, 7:54pm says:

Sooo cool.

+1 vote   media: Screenshots
L()KI
L()KI Apr 5 2015, 7:42pm replied:

Thanks.

+1 vote   game: Codename: Omega Void
L()KI
L()KI Apr 4 2015, 1:25am says:

Cool man.

+1 vote   media: Revenant Harvester
L()KI
L()KI Apr 4 2015, 1:21am says:

This is not really an update even though more work has been done since last update. Instead I wanted to talk about the weapon types and other weapon related stuff. Some of what I mention has not been implemented but will be in the next few days. The framework is already there.

So...

In this pic is a plasma assault rifle, it shoots a plasma round which comes in cartridges of varying size. They function basically like conventional ammo but has a corrosive effect. There will be another two types for early access, laser and conventional. Lasers will have high pinpoint damage, closer you get the more damage, at the cost of cool down, spread and no arcing(shoots straight). Conventional ammo is a little cheaper depending on ammo model and comes in the most variety of effects like HE and AP, but usually the really effective ones are reserved for heavy weapons not stuff you can carry.

Either way you should have plenty of variation in ammo and weapon types to chose from even in the early access version of the game.

There will also be melee(though possibly not in early access).

+1 vote   media: Weapon types. See first comment.
L()KI
L()KI Apr 4 2015, 12:03am says:

This is not really an update even though more work has been done since last update. Instead I wanted to talk about the weapon types and other weapon related stuff. Some of what I mention has not been implemented but will be in the next few days. The framework is already there.

So...

In this pic is a plasma assault rifle, it shoots a plasma round which comes in cartridges of varying size. They function basically like conventional ammo but has a corrosive effect. There will be another two types for early access, laser and conventional. Lasers will have high pinpoint damage, closer you get the more damage, at the cost of cool down, spread and no arcing(shoots straight). Conventional ammo is a little cheaper depending on ammo model and comes in the most variety of effects like HE and AP, but usually the really effective ones are reserved for tank guns not stuff you can carry.

Either way you should have plenty of variation in ammo and weapon types to chose from even in the early access version of the game.

There will also be melee(though possibly not in early access).

+1 vote   media: Weapon types. See first comment.
L()KI
L()KI Apr 3 2015, 9:46am says:

I like this ship.

+2 votes   media: Alpha screenshots
L()KI
L()KI Apr 3 2015, 9:08am replied:

Also you still have that same old avatar icon lol. I remember it.

+1 vote   media: ... Ninja Update. :)
L()KI
L()KI Apr 3 2015, 9:02am replied:

Thanks Orac, the land in the pic is actually not flat if you look close, but I know what you mean. There will be fairly complicated terrain features:

Indiedb.com

Those are using older shaders and earlier models. They look better now.

There are also very large hills, mountains and plateaus right on this map. You can check some in previous pictures. The reason I tend to not post so much pictures of them is because they take a little time to find on the map. Needs some extra coding to handle an increased number.

+1 vote   media: ... Ninja Update. :)
L()KI
L()KI Apr 2 2015, 11:28pm replied:

Thanks man. Just believe in yourself, that my advice.

+1 vote   media: Update. See first comment.
L()KI
L()KI Mar 31 2015, 11:59pm says:

Oh and also begun work on consumables. It should not take long, about a day or two to complete. Its the opposite of damage so no biggie.

+1 vote   media: Update. See first comment.
L()KI
L()KI Mar 31 2015, 11:44pm says:

More vehicles, day night cycle mostly sorted out(was broken), planet atmosphere(horizon and sky), terrain ligthing and fixing more bugs.

+1 vote   media: Update. See first comment.
L()KI
L()KI Mar 26 2015, 11:27pm says:

The base AI humanoid code is getting its final legs. AI now patrol, wander around, attack and avoid obstacles... and also idle.

+1 vote   media: Update. See first comment.
L()KI
L()KI Mar 24 2015, 6:34pm says:

So some more work mostly coding AI, shops and optimizing going on.

In the pic you can see AI turret trying to kill me. The Projectiles also have spread damage now, which is in addition to normal direct damage.

Also textures for the weapons already in are getting their final work through.

+2 votes   media: Update. See first comment
L()KI
L()KI Mar 21 2015, 7:55pm replied:

Thanks, yeah I couldn't resist some of the parallel wars designs. You'll see a few more from it.

+1 vote   media: Ooh shiny update. See first Comment.
L()KI
L()KI Mar 21 2015, 7:52pm replied:

Oh hey man, the reason I had not updated on unity was because the video is being delayed badly and I promised next update will be a video on unity forums. So not to break the promise is why I have not posted.

Its going strong don't worry :).

+1 vote   media: Ooh shiny update. See first Comment.
L()KI
L()KI Mar 19 2015, 5:58pm says:

Soo the engine got an upgrade and I was real worried it would cause havoc with everything but its all fine now and pretty much everything is for the better. Especially animations and shading.

So yeah, good news all round. The past two days were mostly sorting out any niggles from the engine update, but other work like sounds, weapons, and mostly vehicle physics had work done on them.

Also those spire looking things you see in the pic do something(some of them not all) but Its a secret :).

Video nearing.

+1 vote   media: Ooh shiny update. See first Comment.
L()KI
L()KI Mar 16 2015, 1:13pm says:

The picture is not really related to what I have been working on, but thought I'd put something there for the update.

Anyway whats been happening is optimizing and implementing of the terrain objects. Its really dirty stuff, but the good news is that I got it under control now. So everyone should have a decent frame rate and levels should load quicker. Previously there were some SERIOUS problems I almost blew up my own computer lol.

+1 vote   media: Another Small Update. See first comment.
L()KI
L()KI Mar 16 2015, 11:08am replied:

Thanks :).

+1 vote   game: Codename: Omega Void
L()KI
L()KI Mar 15 2015, 7:12pm replied:

Hey man. I like questions. :)

-There will be aliens, but they will be kind of rare..

-The space movement now works purely on forces applied to the thrusters and using physics in the engine, so yes it rotates on all axis and you can crash very easily or go out of control. It might be too hard so I will have to test it much more and add some help even. Not sure, too early, but the spaceship movement is basically functional already.

-Really big commandable ships are probably not going to happen anytime soon. So I will say no for now.

-...and the last question. The answer is yes, though I have not gotten anywhere near that yet.


+1 vote   media: Small update of the day. See first comment.
L()KI
L()KI Mar 13 2015, 3:06pm says:

Hand held anti tank weapons such as the rocket launcher pictured above are in the game and most of the animations for them. They are a bit to OP at the moment. Far too easy to aim, but that is being sorted out as we speak. Most important thing with such weapons like this rocket launcher is the ammo type.
There will also be anti tank rifles.

Also don't worry about that ugly back foot. Its just the suit bindings that are not fitted properly yet. Will be fixed.

+1 vote   media: Small update of the day. See first comment.
L()KI
L()KI Mar 12 2015, 2:58pm says:

Well some more clothes, guns and vehicles are being added, especially hover vehicles. Also a lot of work on the loot system and shop system is being done.

Almost video time(its been delayed big time though). Its the animations causing the delay. I want it looking proper.

Anyway, more questions welcome.

+1 vote   media: Small Update. See first comment.
L()KI
L()KI Mar 10 2015, 10:42am says:

Lol... this looks great. Gameplay also looks well made.

Good luck man.

+1 vote   game: Poo Evading
Level
Avatar
Avatar
Offline Since
Apr 24, 2015
Country
South Africa South Africa
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.6
Members
20
Games
42
Mods
115
Articles
8
Media
767
Engines
1
Groups
1