Development Update #1: January 2013
Hey everyone! I'm very pleased to present you with some details on Limit Theory's progress this month!
First, I'd encourage you to watch the video that I made to showcase some of this month's progress. If a picture's worth a thousand words, then this fifteen-minute video @ 30 frames per second is worth 27 million words...so I guess there's really no point in me saying anything more, is there? :)
So much work was accomplished this month, it's quite hard to remember it all...but some of the major points include:
- Laid down the framework for advanced AI planning and strategizing
- Implemented a powerful, custom collision detection system
- Overhauled the user interface
- Began work on the command interface
- Significantly improved graphics in many areas
- Implemented shields
- Replaced procedural model technology with far more advanced, elegant solution (implicit surfaces)
If you'd like a more detailed, day-by-day / week-by-week report of the progress, I encourage you to visit the "dev logs" section of the forums, where I provide a fairly excruciating level of detail concerning my development activity: http://forums.ltheory.com/viewforum.php?f=12 .
If you didn't get enough from the video, or if you'd rather not watch it, here are some still shots to advertise all of the fancy new graphics, including...
More Nebulous Nebulae!
...Same Old Dev Team!
(yes, it's still Christmas in my office! Also, bonus points if you can spot a Tie Fighter...)
I guess it goes without saying that, for every visible improvement you can see, there are at least ten other internal improvements that you can't see. All-in-all, it's hardly even the same game/game engine that it was a month ago...and I couldn't be more excited to keep building it into the vibrant, procedural universe of possibility that you all pledged toward!
Thanks for watching, thanks for supporting, and thanks for helping me build the game I've always wanted to build!!!
As usual, if you have questions/comments/suggestions, feel free to post them here or head over to the forums and start a thread (after you search for similar threads, of course...)! :)