Here’s the latest developer update for Grimmstar. Lots of exciting things coming soon!
This update showcases our very first pass of the mining mechanic, some progress on the Terranova capital ship, the first implementation of moons and our early rework of the Mining HQ… Plus a couple of other little tidbits.
It’s been a while since I’ve posted any updates, but we’ve had a lot of things going on. I’ll start with the two most recent devlogs:
This devlog focuses on the process used for developing our rock-based ships. Along with that, we updated our crystal meshes and materials and continued work on developing the Terranova.
Believe it or not, this video focuses on explosions! We’re still iterating and improving explosion effects, even past what was posted in this video, but a quick process breakdown was included, showing our usage of JangaFX’s Embergen for generating flipbook animations. This big news with this video though is the improved AI path finding and object avoidance systems we recently implemented. we went from 3-4 enemies on the screen at once, to well over 40 and we haven’t even introduced multithreaded tasks yet.
Lastly, we recently had a technical article posted on Unreal’s webpage, outlining the use cases and advantages of using real-time ray tracing to light enormous space games like Grimmstar. Some of the tricks we’re using are explained in the article. Go take a look!
We should have another devlog up before long and we hope everyone is staying safe and in good health!
Another update video for everyone. Lots of new stuff to show off. New mechanics, new particle effects, new hero asset, redoing a sub-level, new weapons, and more.
Well, it has been a while since we had an update here. Honestly… we kind of forgot. We’ve been so busy with trying to get thins done that, when combined with the holidays and COVID, things have kind of flown under the radar. But we do have a few new videos up on our YouTube page, links here:
If you’d like to see the recent progress on that game, check out our devlog, or check out our indiedb article.
Some screen shots of progress:
We’re getting so much closer to having our public demo finished and available!
I really like the look of everything that’s come out for Grimmstar. Your vision is spot on and the execution of that vision is looking great.
We have a new ship in the Grimmstar universe!
Everyone, welcome to the the new Repair n’ Refuel ship! It’s come to be known as the RnR or “Runner” by those in familiar with the Outer Ring Mining Corporation. There’s plenty of danger in space. Should anyone need any repairs or a quick top up, you’ll likely be calling for a RnR. It carries a lot of fuel on hand and can refuel multiple ships. At the same time, its mechanical arm can also be used to repair broken electronics and weld metal panels back in to the place. On top of all of that, it can also be used to cut and collect salvage from derelict craft.
There will be a plethora of gameplay mechanics involving the RnR, so it was pivotal we gave it the proper spotlight that it deserves. You’ll want to become very familiar with the ship, as you’ll be using them throughout your journeys inside Grimmstar. Just remember, those large fuel tanks are pretty volatile. If something bad happens, you could be in for quite the show… one in which you’d rather not be invited to unless viewed from the nose bleeds.
We will continue to add more and more ships to the Grimmstar universe to help fill out necessary roles and bring the universe to life, so keep and eye out for more to come soon!