
Jan Orszulik
@JanOrszulik • 15,869 subscribers
Developer of Precursor. Indie developer/game designer/rendering programmer working on various projects.
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I absolutely don't mind questions like this, it's just not healthy for deer population. Also depends with what. In order: By missile barrage, Graviton pulse, Plasma beam, Plasma pulse, Nuclear explosion shockwave, Medium shockwave, by hit crashing Type-5s #indiegame #pixelart #Precursor
Jan Orszulik37,320 görüntüleme • 1 yıl önce

Lot of work done on deployment system. So how is this going to work (since there are few changes compared to the original plan, but I believe it's a massive improvement). Depending on the number of your active bays, you can deploy multiple ships to different places, travel time depends on destination, type of ship, and so on. As the ship is traveling, you can go back to managing base, crafting, research, and handling events, or you can simply speed up time (more about that soon, but nothing original). When the ship arrives at the place where you can deploy it for the mission, that happens instantly. So you can wait for the ideal day and weather if you wish. At any time, ships can be recalled. #Precursor #pixelart #gamedev #indiegame
Jan Orszulik29,190 görüntüleme • 2 yıl önce

Quick test of the new damage model (and reason why I needed combat text for debugging). There is quite a lot to unpack, if you won't read this, I won't blame you. Armor penetration is now a thing, and AP/APHE projectiles can exist. A new module system is in place, module shapes and their hitzones are decoupled from hull parts. Hullparts (including parts in armor layers) can have a variable armor rating. Shooting at complex vehicles with APxx ammunition can now yield various results. Ranging from surface hits (white) to module/critical hits (red), Internal hits (penetrating through the hull layer but missing a module) are displayed in yellow. Piercing damage itself is cyan. Modules can now be destroyed, disabling or losing ability modules, defensive fields, or damaging propulsion systems can now happen. Destruction of some modules can also result in quite volatile reactions (we will take a look at that next time). Hence, understanding the layout of your target, its armor layers, and module positions can be greatly beneficial. Energy projectiles can mirror this behavior. The difference is that piercing damage from ballistic projectiles is always kinetic, while for energy projectiles, it's a percentage of their energy pattern. There is a bug in color of ricochet damage numbers, I am aware of it. #Precursor #pixelart #gamedev #indiegame
Jan Orszulik24,522 görüntüleme • 2 yıl önce

Yep, that would be people. #pixelart #indiegame #gamedev #precursor
Jan Orszulik21,248 görüntüleme • 2 yıl önce
Daha fazla içerik yok.