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Archive for January, 2011

Station Field Guide Part IV – FAC

Monday, January 24th, 2011

Factories are most easily recognized by their enormous manufacturing plant modules. These tend to be three times the width, height, and depth of the station’s standard module size. Other distinguishing features are the dry storage containers, and the cargo bay from which newly purchased items are launched.

I have some fun ideas for the scrapyard (SCR), but am still not sure what the upgrade (UPG) and repair (REP) stations should look like. Any ideas?

<3 Farbs

Station Field Guide Part III – BAN

Tuesday, January 18th, 2011

Banking stations attract wealth, which in turn attracts those who desire it. Most banking stations are therefore heavily shielded. In quaint coincidence the shield commonly installed on banking stations features a cooling pipe arrangement reminicient of the columns that adorned the banks of Earth.

I’ve spent much of the past few days optimizing rendering and gameplay performance, and have achieved an improvement in framerate around 100%. This brings it roughly in line with the speed of the previous three episodes, so if you can play them then you should be able to play Jameson when it’s ready.

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Farbs

Station Field Guide Part II – OXY

Wednesday, January 12th, 2011

OXY stations are a somewhat circular shape, reminicent of the bubbles of air they represent. An operational OXY station is the most welcome sight in the known universe.

The Captain Jameson Station Field Guide series continues later this week.

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Farbs

Station Field Guide Part I – NAV

Monday, January 10th, 2011

Captain Jameson’s space stations need to be more distinctive. They’re randomly generated so they all look a bit different, but they’re generated in the same way so they also look a bit the same. You certainly can’t tell what function they provide, and that’s quite a problem. Although several mechanisms exist for determining this, like clicking on a module, PINGing the local network, or reading the tiny designation letters, none of them are terribly effective. I want the player to know what they’re flying past without even having to look at it. I want this information to be bold and obvious.

I plan to create a unique design pattern and perhaps one or two unique station modules for each station type, one a day, until they’re all done. I’ll upload a picture of each one as I go.

Today’s station type is the NAV. Being little more than a utility buoy it’s identified by its remarkably small number of modules. The NAV station shown here also sports two of the new solar arrays, which I could invent some technical explaination for, but are really just there to add visual interest and relate to preconceived notions of what current day space stations look like. More tomorrow!

<3
Farbs

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