A space game inspired by Freelancer, Orbiter and EVE Online. Developed in Godot 3 for desktop (Windows, Linux) and mobile (Android) platforms.
- New release (and some last-minute tweaks)!
- CCD is disabled upon reaching specific velocity threshold.
- Tweaked autopilot to perform some rotation (approach is slightly spiraled).
- Introduced star system coordinates databank for main galaxy (50k stars for now).
- Split targeting into "selection" and "autopilot" controls for clarity.
- Upon picking a stellar coordinate - spawn a system scene there (currently only a star).
- Keep a track of recently visited star systems and do not despawn them if their number is within limit.
- Proper spawner / despawner of stellar systems upon selecting them in order to create seamless travel.
- Moved galaxy mesh into decoration background (scoping the space down for gameplay sake).
- Temporarily disabled procedural coords.
- Tweaked systems.
- Tweaked velocity, damping is implemented in the game (due to recent engine changes).
- Removed textures and uneeded sources.
- Refactored UI a little.
- Added panic screen.
- Refactored cloud shaders.
- Re-implemented LOD system (again).
- Refactored cloud meshes.
- Tweaked camera decorations.
- Optimized background decorations.
- Reworked primitive shapes scene (for importing).
- Implemented planet surface shader (based on old implementation of star surface shader, but not animated).
- Tweaked planetary shader to include lava layer.
- Added a sector-level nebula.
- Refactored names of local spaces and markers to reflect what they are clearly.
- Added a new star system.
- Added a new planetary shader (ice).
- Pre-release tweaks.
- Tweaks to desktop UI.
- Fixed lag due to complex collision trimesh.
- Autopilot added.
- New UI elements.
- Default window size is 720p.
- Some tweaks to superliminal velocity effects.
- A new star system!
- Switched to full-scale stellar bodies (stars and planets are up to scale now).
- Using
meters
instead ofunits
now. Updated distance prefixes according to https://en.wikipedia.org/wiki/Metric_prefix. - Updated galaxy mesh and colors.
- Updtaed camera motion on acceleartion for smoother experience.
- Updated velocity increment mechanism, it is now exponential, which allows to accelerate rapidly.
- Space markers are removed from
Debug
overlay. - Switched to custom LOD script which is based on zones.
- Refactored stellar objects and their hierarchy for clarity.
- Implemented multilayer local space, which tackles precision errors in object positioning.
- Adjusted camera decorations to act as a boundary zone a size of 9e18 to prevent flickering. (9e18 seems to be a sort of safe margin for transforms?)
- Fixed OmniLight and camera flickering (workarounds but robust).
- Removed unrelated files from within project scope.
- Removed Calinou's LOD plugin files.
- New dynamic star shader. Stars are much less in polycount now.
- Added icons for custom zone nodes.
- Optimized paths.
- Some temporary fixes for collision model (caused stuttering due to polygon number).
- Info / help window.
- Refactor ship code.
- Prevent camera orbiting from interrupting autopilot and warp effect adjustments.
- Investigate flickering on high velocity.
- Due to space being a complex sandwich got to figure out how to just teleport and spawn at will.
- Make autopilot detect obstacles.
- Make primitive building blocks with simple collision shapes (performace).
- Investigate enabling/disabling trimesh collision shapes on the go.
- Scalable UI (control panel, texts, buttons, etc).
- Make "Orient only" autopilot feature.
- Add a list (options) of allowed post-effects (which work with log depth).
You can download one of the pre-compiled binary in the releases section. If you want to open it in editor, then you must use a custom Godot build: https://github.com/roalyr/godot-for-3d-open-worlds