Posted by Andrew Luby on April 3rd, 2013 at 19:37
One of the difficult things about creating a game based on a genre from the 90s is that many fundamental philosophies of gameplay have changed since then. Back in the 90s, gamers would buy games like Wing Commander and they would read the generous manual that came with it. But in modern gaming, reading a [...]
Posted by Andrew Luby on November 29th, 2012 at 11:37
A new programmer, Eric Duhon, has joined our team. He has been hard at working bringing Nvidia 3D Vision support to Eterium! We’ve got a few screenshots for you today. If you have a 3D display and Nvidia 3D Vision (or capability of viewing JPS files) you can download the JPS files below. Otherwise, here [...]
Posted by Andrew Luby on October 18th, 2012 at 21:02
David and I have been working on adding new planets to replace the poor quality procedural planets. Here is what we are currently working on for Lyota.
Posted by Andrew Luby on October 13th, 2012 at 12:17
I have been working on updating the tutorials. The original tutorials were not dynamic based on key assignments and controller types. Here are some examples of my progress so far. For the Xbox Controller, I actually show a picture of the button, but I did not feel this was necessary for joysticks (which I can [...]
Posted by Andrew Luby on August 18th, 2012 at 20:40
I was watching an episode of Star Trek Enterprise and I got the idea to have asteroid fields have dust clouds. I originally had the clouds the same intensity as on the show, but I felt it was too sharp a contrast to the normal background of the current sector, so I drew it back [...]
Posted by Andrew Luby on August 18th, 2012 at 20:03
I have finished rewriting the Laser FX system. Lasers in games are very difficult because in reality lasers travel at the speed of light, however a laser traveling at the speed of light in a game would pretty much remove any requirement to aim; the laser would strike the enemy almost the moment the trigger [...]
Posted by Andrew Luby on July 7th, 2012 at 22:05
I have finished creating the missions in Chapter 3. A total of 23 missions are now complete. Many of them still need some tweaks and balance adjustments. I have also created the Signus sector and started work on Chapter 4. Here are a couple screenshots from the first mission in Chapter 4. I’vebe busy working [...]
Posted by David Schoneveld on March 18th, 2012 at 10:33
The corvette was made sort of in its own world not really to scale. So once that became an issue, I needed to redo the cockpit area and the engines were a little big. That will require some re-UV’ing and texture fixes but it won’t be that hard.
Posted by David Schoneveld on March 18th, 2012 at 7:39
Fastest ship ever. Made this in less than an hour b/c I tore off the top of the destroyer and put it on backwards onto a block, added engines, done! 120 meters in length, I imagine it could be a transport or a small freighter.
Posted by Andrew Luby on February 20th, 2012 at 20:03
David has not had a chance to work on the assets required for this mission yet, so all the assets used here are programmer art. When David is done, everything will look a whole lot better. I’ve been working on the intro cinematic for mission 2. Not all missions will have an intro cinematic, but [...]