Large ships

How large of ships can our engine support? Pretty large. One of my favorite things about game development (really just about computers) is seeing simple rules give rise to complex and beautiful phenomena.

Screen Shot 2014-02-04 at 2.59.02 AM

For example, making a huge grid of 2000 railguns and then firing them towards the center of the ship makes a really cool dragon starburst pattern. Each turret rotates to track the cursor, but at a limited speed, so the turrets make a cool rippling effect when the mouse is moved.

Screen Shot 2014-02-04 at 3.18.32 AM

Futher down the same ship engages a fleet of doomed red-orange ships. Presumably they are to busy trying to dodge do enjoy the nice sweeping pattern of the projectiles.

Screenshot Saturday, Feb 1 2014

For the last few weeks I’ve mostly been working on accessibility features like save slot management, key rebinding , and a tutorial. Check out the reddit post For more details and screenshots.

Here is a teaser showing the ship editor with built in help interface. This in-game editor is essentially the same as the editor used to build all the ships in the game, and supports a rich variety of editing commands designed to make creating  large complex ships as easy as possible.  Beyond the basic drag and drop of arbitrary ship pieces, it supports undo, copy and paste, mirroring, and more.