Working on new crew members and characters for Space Death. The ship’s mainframes that run S/OS (Spaceship Operating System) need dedicated specialists.

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@space-death
Working on new crew members and characters for Space Death. The ship’s mainframes that run S/OS (Spaceship Operating System) need dedicated specialists.
Wham!
More testing!
Finally fixed those asteroids.
Hand tweaked planets and galaxy background. Can’t be too high resolution, the planets and general space stuff has to match the ships and interiors of the rest of the game, plus I want to keep the loading times down. I’m hoping to use a mixture of hand created bitmaps and procedurally generated textures for the planets. These are my trusty old heavily Photoshopped textures, originally from NASA’s shots of Neptune and Jupiter.
Mission Control
Orbital mechanics are now working, mission scheduler working, orbital transfer and orbital rendezvous working and can jump to other solar systems.
Making vector graphics the hard way in Unity as I go for that 50% Alien 40% 2001 10% Dark Star style.
The amazing Gravity Engine asset running in Space Death.
Now working on implementing control for any input, using the lovely Rewired asset. https://guavaman.com/projects/rewired/
Welcome aboard! First glimpse of new crew designs for Space Death. I put this off for ages as I had other things to work on but eventually I knew I had to get around to figuring out how to do a shirt sleeves version of the spaceman, and a female crew member too of course. No new textures yet added to the new characters, and they are just shown in the stock modelling position. Looking forward to making a flight suit, the Hawaiian shirted mechanic look from Dark Star/The Thing/Alien and a classic t-shirt plus cargo shorts outfit.
Pipes and cable layers, logic and arrays. Looking to optimise all of this using Unity ECS.
A brief look at the pre-alpha.
A pretty random walk through of the current build. See the extinguisher extinguish!
At the London Unity user group tonight.
Sketching subsystems.
Ed Logg’s original design for the typeface used in Asteroids, 1979.
The new old retro
I spent a bit of time last night recreating the colour cycling effect used in Adventure and Yar’s Revenge on the Atari 2600 console. I finally figured out exactly what colours were being cycled and in what order. I’m sure I’ll find some reasonable use of it eventually. I was so mesmerised by the effect on the chalice in Adventure, I’ve got to put it in this game somehow.
In other news, I’ve returned to working on the ship interiors, slightly more detailed bulkhead elements and I’ve put the animated emission textures back in, as they really did look good.
Finally got around to choosing the company name. It’s hard these days as everything is taken. In the end, I picked the one I’ve been using as my online name since the mid 90′s.