Fighters vs gunships - can never have enough tracers and explosions :) These legacy ship models will be revamped soon :) #indiegame #gamedev #screenshotsaturday
Added new atmospheric effects to planets and moons for v2 - a subtle atmospheric glow produced by the nearest star. Wispy clouds and lakes are also visible :) #indiegame #gamedev
Chaos in space - explosions lighting up asteroids, enemy shields deflecting projectiles (green glow), tracers flying every which way :) #indiegame #gamedev
All VFX were overhauled for v2 - fire and smoke sprites are higher res and more cinematic, explosions cast light that affects its own smoke, code is faster, etc. :) #indiegame #gamedev
Flak breaking the shields of enemy fighters - an asteroid can be seen getting thrown about by explosions towards the end :) Even bullet impacts can push asteroids a little bit via (m * v) #indiegame #gamedev
Only one faction has shields in v2 - the shield flashes green when it deflects a projectile and flashes red when the shield breaks. May have been inspired by Dune :) #indiegame #gamedev
A lone miner deposits its minerals into a freighter with a large outpost in the background - the solcrys is transferred via a particle beam :) #indiegame #gamedev #spaceship
2 miners in the distance depositing their solcrys into one of many receptacles along the surface of the freighter :) #indiegame #gamedev #spaceship
The fun way to test a large concave hitbox - large vessels like this are invulnerable to "small" 30mm rounds :) #screenshotsaturday #indiegame #gamedev #spaceship
Freighter targeted in first person HUD - a very large asteroid sits in the background while smaller fragments are in the foreground. With no atmospheric haze, distance can be hard to judge :) #indiegame #gamedev #screenshotsaturday
Baked AO and normals for this freighter in @marmosetco - the cage-editing tool is super nice. Next up are the masks for grime, paint, lights, etc. :) #gamedev #indiegame #spaceship
High poly freighter updated in #blender - added receptacles to receive solcrys from miners and adjusted several greebly bits :) #indiegame #gamedev #spaceship
Iterating on a freighter in Blender - receptacles added to receive solcrys from miners. Low poly model is ~60k tris. Also making the mesh manifold for Nanite :) #gamedev #indiegame #spaceship
Miners in formation after depositing their minerals - happy with how the grime, lighting, and decals are looking on this new freighter mesh :) #screenshotsaturday #gamedev #indiegame #spaceship
Maneuvering a mining vessel via directional thrusters - squad mate is following me in the background. Also visible is a desert world with some new atmospheric effects #gamedev #indiegame #spacegame
Freighter targeted in the first person HUD - annunciators in the upper left and resources in the upper right. Nanobots repair the hull, fuel-rods provide propulsion, and solcrys is a precious mineral used for cloaking, shielding, etc. :) #gamedev #indiegame #spacegame
Extracting solcrys via an energy beam - the glow from the crystalline rock dims as you drain it. Gauges in the HUD show how much solcrys you have onboard :) #gamedev #indiegame #spacegame
I'm happy with these new thruster-FX - the glow around the rim of each nozzle is a simple effect, but it adds so much :) #gamedev #indiegame #spacegame
Blasting asteroids with a mining vessel. All explosions impart a physics impulse on any object in the game. Larger asteroids won't break apart so easily. The ammo-gauge for the cannons runs empty in this clip as well :)
#gamedev #indiegame #spacegame
WIP industrial mining vessels for the last day of #shiptember The smaller ship breaks apart asteroids with its twin cannons, extracts solcrys from the fragments, and then deposits it into the freighter. I'll post more about this gameplay mechanic soon :) #spaceship #gamedev

















