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Jupiter Hell - Dev Talk #1 - Physics, part 1

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

When can we expect the Kickstarter?

No worries, it's our secret.

*listens closely, takes notes, prepares credit card*

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

But all I want is just high FPS text mode...


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