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Devlog - Health System / Voxel Planet

ROVE
A downloadable game for Windows

[Sol 57,827 - 05:03 MTC]

> Ben is working on implementing the health and damage system. He created a dynamic rover status UI that shows you the health/status of your rover.

These currently include:
- Hull (overall health)
Solar Panels (some power gen)
- Comms (for pinging/mini-map)
- Collector (for gathering)
- Cargo Hold
> Jeff has been working on creating a voxel planet of Mars using a ~46K(!) elevation map of the planet (taken by the Mars Global Surveyor satellite)
> Despite the insane resolution of the satellite image we're using, it only has a real-world resolution of 463-meters per pixel, so each of our individual voxels will cover almost 500m each!
> Those are some big voxels. Too big. We've been talking about implementing a way to "fill in the blanks" within the voxels with more surface detail so it looks more photo-realistic and less Minecraft (will likely be procedurally-generated)
> We will probably end up scaling down the planet to somewhere between 1/1000th - 1/10,000th scale. This is still huge. For reference, a 1/1,000th scale planet Mars would be ~55,700 square miles (~144,300 square kilometers) in size! That's a whole lot of world to rove around in! It would also be the 2nd biggest open-world video game map, next to Elder Scrolls: Daggerfall
> We'll have to see how "well" we can get a game of that size to run on our computers

End Transmission.

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