Build 160322


That one was massive. Originally it was planned at some point of the game you would need to navigate a massive abandoned colony (probably whatever was left of Earth, who knows) to locate an energy source while the enemy fire (to keep up with the original "indestructible" feature) would disable your craft for some time while breaking the radar signal, think Nier-style cities etc. Some effort was already made, along with a truly massive visual overhaul as I found the original look of both testmaps really simple. Anyway, the standard changelist:

  • Raymarched displacement now works for the non-tunnel maps as well (mostly all of the originally tunnel-exclusive effects now do, with the sole exception of the transmissive reverse raymarch, as I can't really see it making much difference on the other levels).
  • Automatic normal map generator.
  • Improved raymarching accuracy.
  • Per-model lighting on the non-tunnel maps (point and non-directional area lights so far).
  • Improved explosion sounds.
  • Radar circle (so you won't have to look for the off-screen targets anymore).
  • Test map 0 has more terrain area and some buildings added, the spawn point was altered to be facing the same railgun installation from a more distant location.
  • Test map 1 now uses a 3d-scanned model for the asteroids.
  • "X-Ray" wireframes/target markers options (e.g. targets and geometry outlines can be set to be seen through the obstacles).
  • Added the actual lights to the cooling towers and the railgun itself on TM 0.
  • Some bugfixes (like the tunnel init sequence messages popping up on the MFD etc).

Files

ProjectConstraint_160322.zip 315 MB
Mar 16, 2022

Get Project "Constraint"

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