Building BORG

Share

Game dev is back, wew

The prototype has implemented most of it

But I remain unsated.

THERE IS NO NPC
THERE IS NO MISSION
THERE IS NO TRUE MAPPING

THERE IS NO FUNCTIONAL HULL

THERE IS NO SPECIAL MOD

THERE IS NO SCAN MODE

THERE IS NO CLEAR VISUAL

THERE IS NO DOCUMENTATION

YET

  • Swivel based weld system
  • Process handling is so amazingly streamlined
  • Medium is functional and even interferes
  • Shaders are understood

The problem at this point is "What is the pitch?"

I know in my heart the pitch.

This is the vehicle for my game system interwoven to my grand paracosm. The reason it took so damn long was that I was in circles how to handle this game loop.

But one is present, formulating clearly,

Every situation basically is three phases:

  • Scan and survey
  • Fit welds into place and apply your special modes/scans
  • Strike and attack, manage proc/tic in what ideally is a rapid, tense situation

Time scale shifting is necessary mechanically because at times you will do a precision strike in theory, but until I make composite NPCs and a hitscan weapon type (laser) I can't say how it'll be in practice.

But I will have to make a laser anyways, media and its cost is a concern as sampling a texture's pixels at runtime is not easy and I want to also paint into it with some abilities (interference spread, for instance).

Media scaling also is a thing that'll loop back to.

Vertical slice mission by the end of the month is ideally what happens, but no promises.