Jonatan Pöljö is the guy in charge of 0x10c’s art. Here’s what he had to say about the game’s distinctive aethetic: “The style is pixel art meets modern 3D. It’s influenced by bright, vivid sci-fi, and real-world functional spaceship design to go with 0x10c’s realistic tone.
“The idea is to give people flexible in-game tools for creativity, and have the outcome look fantastic no matter how they piece things together.”
And here’s his latest mock-up screenshot. Note the extra lighting, and the ship casually cruising by. There’s probably something extremely exciting happening on-board.
And here’s a more enlightening view of the gun model. It’s more pistol than rifle, which surprised me. What about you?
We’ll be posting more updates soon. You can also keep up-to-date via Jonatan and Notch’s twitter feeds. Don’t forget to show the official Facebook page some love too.
Unsurprisingly, Notch is the best 0x10c player in the office. Here’s some footage of yesterday’s multiplayer test from his perspective. Remember: it’s a placeholder gun, placeholder character model, pla… you get the message. It’s all very pew pew.
Because there’s construction in the office, I was forced to work on a laptop today, which meant my 2011 13″ MacBook Air. Of course, the game didn’t run at all due to using too modern GLSL stuff, so I spent the morning switching stuff over to GLSL 120 and tweaking stuff around.
Now the game runs at 60+ fps on my computer, which is pretty nice considering it’s not very optimized yet. The framerate will drop a bit in the future when features get added, but it’s a promising start.
Strangely, however, the game runs at about 2 fps on Carl’s 2012 11″ MacBook Air, despite it having a better graphics card than my laptop. I can’t figure out why. Minecraft runs great on it. I’m guessing the problem is somewhere in the shaders. I’ll borrow his computer for a day in the future and figure it out, but for now I will focus on multiplayer!
Do you like 0x10c enough to highlight your dedication upon one’s chest? No, not permanently, silly. Getting a tattoo this early in development would be mad.
I’m referring to the official 0x10c T-shirts that just appeared on Jinx.com.
Did I mention that they’re available in PREMIUM form, as well as the more basic-sounding BASIC form? According to Jinx, PREMIUM t-shirts are “supremely soft with a slimmer fit than a normal t-shirt.” Sounds comfy. And fitted. And marginally more expensive.
OK – enough blabberchat. Hit “Continue reading” for some clickable images of the designs, or head to Jinx.com to see T-shirt models wearing them. Continue reading →
In order to avoid having to port a lot of code to multiplayer later on, I’m making the game fully client/server from the start. I’m using UDP so packets can be ignored and handled out of order and all that, and when playing singleplayer, the game will be running a local server instead of having all the code be duplicated.
I ran a few tests this week, and at 500 ms latency with 20% packet loss, it seems to be able to handle 1000 packets per second (quite a lot more than it will ever use) indefinitely, which is nice.
Of course, I’m ending up reimplementing a lot of TCP, with packet resending and ordering for most things, so I’m not totally sure all this work is actually worth it, heh.