StarDiver Development Blog

See how development is progressing on StarDiver. Give us your feedback please!?

















Hyperspace2

Hyperspace — What should it look like?

So I’m working on hyperspace travel for StarDiver. I want to borrow concepts from a few places. I like the idea of hyperspace being a very mysterious place. I also like the idea of hyperspace being a difficult place to navigate and easy place to get lost in. In that regard, the Babylon5 view of […]

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gas2-lasse-storm

Final Touches on Gas Procedural Gas Giants

—– I’m back from Pax South. It was fun to meet some new devs. It was smaller than I expected, but being the first year it was a great start. It was indie heavy, so that was great to see. I’m back at it. I’m trying to finish up the procedural planet scripts today (or […]

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atmosphericScattering

Atmospheric Scattering and Depth of Field

In an effort to make what looks good, look better, I worked out our planet shaders yesterday. We now have atmospheric scattering and a much better edge glow than before. I wasn’t using it before because I couldn’t sort out how to get color, specular color, and shininess added to the shader which was really […]

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Capture123

StarDiver Damage System Overview

This is a big week for me. I get to check of a buck-list item! I’ve always wanted to make a scifi game where ships weapons can literally split other ships in 1/2. It was an indirect path to get there, but we are now there! Initially, I thought I would be able to use […]

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Salrith Punching Through

Ok… finally some hard work paid off. All the time I spent making a flexible engine propulsion system allowed me to make some pretty cool engines for the Lipoc and now the Salrith. Now I REALLY can’t wait to get the damage system in there and watch the salrith ship punch through the middle of […]

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Capture

Lipoc vs Krex Video

I worked on the Lipoc ship today so felt like grabbing a gif. It has the refined art and new propulsion system. View the gif directly: https://giant.gfycat.com/BasicBeautifulHadrosaurus.gif. gif is a big choppy, video here: Next thing I’ll be adding is the damage system so there are fires, venting air, people getting sucked out, damage decals […]

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veelow

Veelow

Another animation has taken form as we get a little more familiar with the new animation tools. We may revisit this scene and bring the background to life a little, but we are pretty happy with the rigging system now. It is relatively efficient to get a character rigged and animated now. I look forward […]

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ProcPlanet

Procedural Textures

So what is a procedural texture and why does it matter? Textures are simply images wrapped around a 3d object. Now think about a space game with hundreds of star systems with thousands of planets and even more thousands of moons. Either you have an insane amount of unique images wrapped around those spheres or […]

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