ScrumbleShip is the most accurate space combat simulation devised to date. Gather resources, construct a capital ship out of individual blocks, then pilot it with AI or human help against other players.
Behold the power of this fully armed and operational battle station!
I just finished the sub-block damage system. The damage you see is fully 3d and voxelated - My lasers punched right through the ship, tearing tons of delicious blackened holes in equipment.
Keen eyes can see the bright-green interior of a battery to the left, and various wires sticking out of the terminals in the front.
Click to the previous image in the stream to see the "Before" shot.
I've been considering the best way to introduce noise. I think I need to introduce some sort of semi-random model on top of blocks, perhaps based on their location.
For the moment I just have a hand-fired manual weapon. I used it to simulate random kinetic weapons fire (single holes), sustained high-power laser fire (The long, ragged gash), and close impact explosions (The giant holes). The method's simple enough that I can implement various weapon types relatively simply.
Behold the power of this fully armed and operational battle station!
I just finished the sub-block damage system. The damage you see is fully 3d and voxelated - My lasers punched right through the ship, tearing tons of delicious blackened holes in equipment.
Keen eyes can see the bright-green interior of a battery to the left, and various wires sticking out of the terminals in the front.
Click to the previous image in the stream to see the "Before" shot.
Cheers,
-Dirk
That is very, very cool. This is now offically the best voxel game ever created.
My eyes hurt a bit from looking at the monotonous colours, though.. Any way to get a little noise in there please?
I've been considering the best way to introduce noise. I think I need to introduce some sort of semi-random model on top of blocks, perhaps based on their location.
Oh- And you'll love tomorrow's picture ;)
-Dirk
Reminds me of Voxelstein :D
Yea nice may even this game gets finished :D
How is the damage every where? Did you put the laser on a moving ship?
For the moment I just have a hand-fired manual weapon. I used it to simulate random kinetic weapons fire (single holes), sustained high-power laser fire (The long, ragged gash), and close impact explosions (The giant holes). The method's simple enough that I can implement various weapon types relatively simply.
Cheers,
-Dirk