Chaosforge Forum

  • March 28, 2024, 16:02
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Jupiter Hell - Dev Talk #1 - Physics, part 1  (Read 10030 times)

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Jupiter Hell - Dev Talk #1 - Physics, part 1
« on: September 14, 2016, 15:33 »

We'd like to invite you, to what we hope will become a regular feature on the Jupiter Hell website - a series of behind the scenes articles about the game's development!

DEV TALK #1 - PHYSICS, PART 1

The first Dev Talk is an overview of our currently ongoing implementation of physics and how it relates to the turn-based roguelike we're creating.



Feel free to ask questions, and tell us if you enjoy such content? Do you want more such technical rants? Should they delve deeper into technical aspects, or should they be more of a feature discussion and rant for everyone to enjoy?
« Last Edit: September 14, 2016, 15:35 by Kornel Kisielewicz »
Logged
at your service,
Kornel Kisielewicz

Moonshine Fox

  • Silver Supporter
  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 156
  • Lost Soul
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #1 on: September 15, 2016, 02:01 »

That was an awesome read. I do follow your Twitter ramblings, so most of this was already known to me, but it's interesting reading about your thoughts, plans and goals for different parts of the game and engine. I think you kept a very good level. It was enough to get me interested, but not technical enough to make me go cross-eyed. I say you were spot on.
Logged
Shoot at everything that moves. If it doesn't move, shoot it anyway, it might move later.

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #2 on: September 15, 2016, 07:45 »

Thanks! We'll keep it up then :)
Logged
at your service,
Kornel Kisielewicz

Hamster

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 79
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #3 on: September 15, 2016, 11:39 »

More technical details, more features, more everything!
An enjoyable read, good work, keep it up :)
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #4 on: September 15, 2016, 17:44 »

Will do!
Logged
at your service,
Kornel Kisielewicz

Sereg

  • Chaos Acolyte
  • Greater Elder
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 660
  • Angel of Overconfidence
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #5 on: September 15, 2016, 18:00 »

This all looks quite excellent so far - keep up the good work. Just one question, though:

When can we expect the Kickstarter?
Logged
[26|22|23|15|15|2]
Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

Sereg

  • Chaos Acolyte
  • Greater Elder
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 660
  • Angel of Overconfidence
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #6 on: September 15, 2016, 18:44 »

No worries, it's our secret.
Logged
[26|22|23|15|15|2]
Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

Hamster

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 79
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #7 on: September 16, 2016, 10:28 »

*listens closely, takes notes, prepares credit card*
Logged

Tavana

  • Elder Chaos Guard
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 663
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #8 on: September 19, 2016, 07:51 »

Obviously full destruction is ideal, but I agree with the stretch goal idea for it. The procedurally generated deaths based on current pose certainly has a lot of possibilities - especially in a world where time might pass for those monsters between your firing and the rocket/shell/bullet hitting them. Will you also procedurally generate some aspects of their movements to keep things completely fresh?

The UED boxes are a nice touch. :P

Thanks for the update! It's nice to know that you're not building the entire engine. :D
Logged
Common words do not mean common understanding. Language is mercurial. Meanings are never constant.

thelaptop

  • Chaos Fanatic!
  • Grand Inquisitor
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 2530
    • View Profile
Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« Reply #9 on: September 19, 2016, 08:41 »

But all I want is just high FPS text mode...
Logged
I computed, therefore I was.
Pages: [1]