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Adrift in space. No ship, no jetpack. Only minutes of air remain. Tether to space debris to navigate. Use momentum to maneuver objects.

A physics puzzle/action game with a unique momentum-based navigation mechanic.

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It has been a busy couple of weeks working on EVA Infinity and I am excited to update people on the progress. The past two weeks have been about cleaning up details.

The throw animations have been fixed. The only means of thrust in the game is to throw objects. There were problems with the throw animation which made it hard to understand what was happening. The thrown objects would not be released at the correct moment, the objects moved too quickly and were too small. I fixed all of these and was immediately surprised how much better the game felt.

The last week has been spent experimenting with Nebulas. It is surprisingly difficult generating nice looking Nebulas. My first experiments used a particle simulation and forces to generate a tornado, and convert it to a mesh. It looked fantastic in Blender with a subsurface scattering shader, but sadly there was no way to bring it into Unity with reasonable performance.

blenderscreenshots

The solution that worked was to create layers of transparent surfaces at different depths with custom lightmaps and masks. Animating these different layers gives a wonderful effect. I am still looking for a way to have the nebulas interact with lighting.

nebula

Another minor fix was to upgrade the progress bars from 'programmer art' to a more polished version

progressbars

The focus for the next few weeks will be organizing a closed beta test. If you are interested please contact me at contact.digitalopus@gmail.com

EVA Infinity Devblog #1

EVA Infinity Devblog #1

News

This is my first devblog for my current project EVA Infinity. It is a physics puzzle game about a marooned astronaut trying to find his way home with...

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EVA Infinity

EVA Infinity

Demo

Adrift in space. No ship, no jetpack. Only minutes of air remain. Tether to space debris to navigate. Use momentum to maneuver objects. Controlling direction...

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Fun with stacked rigid bodies. Amazed how stable the stacking is in PhysX 4. #gamedev T.co

Nov 24 2021

This Newton Euler Inverse Dynamics is working great. Much greater stability and control than I have been able to ac… T.co

Nov 15 2021

I have been tinkering with using Recursive Newton Euler Inverse Dynamics for the past month to control chains of bo… T.co

Nov 4 2021

Another amazing paper. Hope to find some time to try out the techniques in this one. Youtube.com

Oct 15 2021

Trying to make the motors less laggy without making them stronger. Left uses Stable Proportional Derivative control… T.co

Oct 7 2021

RT @milesmacklin: Our latest paper shows how to add Neo-Hookean FEM to PBD using two simple constraint functions. Paper:… T.co

Oct 6 2021

It's improving. The main issue I am battling is the lag in the joint motors. The planner knows when and where the f… T.co

Oct 6 2021