FacebookTwitterGoogle+RedditYouTubeISI
DCIRogue System
Dev Entry 10/12/14

FINALLY! This one was like pulling teeth to get done Between getting sick last week, and a REALLY bad migraine that ran from Friday to Saturday, it was hard to get the work done. The two bugs I found on Friday were show-stoppers, honestly, and didn’t help the situation. While testing guns I found that at certain angles they would just fly off in odd directions. Tracking this down was not easy as it REALLY shouldn’t have been an issue at all, in my opinion. I had to work around what SEEMS to be an engine bug. That said, I need to do more testing to reliably say that this is the case. Regardless, it’s fixed now as you could see from the video.

The next bug had to do with ship rotations and attitude. This was caused by a math error and was also pretty tricky to track down. Again, all fixed now…

So, the LASER scanning implementation was rather straight-forward honestly. I knew what I wanted from it in terms of function and performance. While this is an active system, it’s not a very reliable one in terms of target return. So many things can interfere with it; and because of beam divergence the range is rather limited. The beam can be deflected, absorbed, and “jammed” via the pulse pattern. That said, at close range there is no hiding from it–shutting down systems or killing heat signatures won’t work. If you’re there, and not hiding behind something, you’ll be “seen”.

Obviously, there is a lot more I want to do with it, but this is a very strong start. My MAIN concern with it at the moment is the MFD representation, not the scanner’s functionality….

The primary weapons turned out to be more work than I had planned. Not because they were difficult, but because I greatly expanded on their implementation. Modders should now be able to reliably model a good number of realistic shell-type weapons, as well as the more sci-fi plasma bolt weapons. I’m not going to go into a lot of detail right now as there is a lot more going on here than just throwing out some particles and check if they hit anything. In the video I did demo the forces involved in firing a shot, and how they also affect your ship, but this really only scratches the surface of what’s going on….

Also, ISI and I talked at length on Thursday about how the Alpha and Beta releases will be handled. While I can’t discuss details yet we’re both still of the mindset that we should be thanking the people who get in early as you all will be helping to test and refine this. There are of course obvious ways to do this….

So, now it’s time to change gears and jump into some celestial art. I’m VERY tired of looking at grey moons and planets. Time to make space look a bit more attractive since you’ll be spending a lot of time there I’ll be posting screen shots here and there as I make some progress.

And, lastly, ISI’s RogSys website is just about done. This was supposed to be finished up a while back, but we had to put it on hold for various reasons. While the forums will remain where they are, I expect to start redirecting the main page to ISI’s site very soon. And that’s about it for now. Keep an eye out for those new screenshots in about a week or so, I’d think.

Take it easy….

PurchaseSteam Early Access
Purchase and download now during Early Access!
FormConvert to Steam
You can now convert your CORE MODULE+ non-Steam version and migrate to Steam Early Access!
Info PageUpgrade to Core Module
You can upgrade from eAccess to the Core Module for just $20! Core Module can be migrated to Steam.
At 0256 UTC on the 21st of July, an estimated 500 million people watch as Neil Armstrong becomes the first man to set foot on a world other than the Earth.
Read more...From the Developer
Michael JulianoSome information on development status, thoughts and thanks as we head into Early Access development of Rogue System.
SubscribeNewsletter
Want to be notified of news, including the upcoming Early Access release? Subscribe to our newsletter now!
Unless otherwise noted, all content Copyright 2010-2015, Digits Crossed Interactive, LLC.
All other trademarks are property of their respective owners.