RODINA
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Thank you for checking out Rodina, our indie game which is currently under development. Rodina is a space exploration RPG inspired by games like Freelancer, Star Fox, and the Elder Scrolls. It has several cool features that space games typically lack- huge procedural planets you can seamlessly land on, the ability to walk around planets as well as your ship, and customizable ship interiors.

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Recent Updates

Rodina Combat Unveiled!

Recently, “Rock Paper Shotgun” did an extraordinarily nice write-up about Rodina. I was really excited for the press attention, and enjoyed reading and responding to the comments as always. One of the responses contained a phrase used to describe Rodina that I hear often: “Tech demo”. And with good reason- I spend so many of these updates talking about the technology, and so little talking about gameplay, that it may seem that’s all there is.

Today, I get to show that Rodina is not just a demo, but a game! Check out this video showing off the fast-paced dogfighting that the first release of Rodina will focus on. I hope you enjoy it- let me know on Twitter, Reddit, or in the video comments!

Demoing Rodina: in Public and Playable!

OMSI_exterior

Have some very exciting news today: I will be showing the very first public, playable demo of Rodina on April 24th at the Oregon Museum of Science and Industry (OMSI) here in Portland Oregon! Each month, OMSI hosts OMSI After Dark, an adults-only event where people aged 21+ can come, drink some beer, check out the exhibits, and have a great time! This month’s theme is “Game On” and there will be, among other exhibits and attractions, local game developers showing off what they are working on.

This is a huge moment for Rodina! It will be the first time the game is shown in public. If you are local to the area, please come and check it out! If you’re not, I’m sorry to tease, but the good news is that the game is coming along to the point where a demo like this is possible.

I’ll be sure to take some pictures of the event. In the meantime there’s a lot of work to do. See you then!

The Beauty of Procedural Generation

I’ve been working hard on enemy AI / ship combat over the past few weeks. Getting closer to a playable build that I can release out into the world comfortably. But I’ve also been trying, in my spare moments, to finish up creating all of the necessary planets and asteriods for the game. As usual, it’s a bigger job than I could have anticipated!

Wanted to share something interesting with you today. I’ve been creating a planet with lots of sharp features lately, and I was honestly pretty disappointed with how it looked ingame. The features looked great up close, but out in space or in the upper atmosphere, as the landscape regenerated at a lower resolution they just turned into ill-formed blobs. I wasn’t satisfied with how they looked, I knew I would catch flack for how ugly it was, and I was pretty sure that fixing it would require reworking the planet generator, which I would have to delay until after release at the earliest- I hate days like this!

Then I remembered- this landscape is procedural! I can generate it at any detail level I want! A few tweaks later, and look at the kind of detail that just magically appears, in this before and after:

Screenshot-2

Screenshot-1

I hope that’s as clear to you as it is to me, but if not- look at the shadows right under the player’s ship. The terrain is much more detailed, and it looks even better in motion. The planet with the sharp features I’m working on (which I’m saving from showing until release) went from looking crappy and blobby to looking ultra-sharp!

This probably isn’t a general solution- it’s brute-force, uses more memory, will slow down the generation process, etc. But the great thing about procedural generation, the thing I nearly forgot today, is that it can be as detailed as you need it to be. However powerful or wimpy your computer is, the right setting is just a slider away. It means Rodina will be able to run on more computers, and that it will look better on computers that can handle it, and I don’t have to do a thing! I love days like this!

Showing Off The Planet Generator

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Revamping the Planet Generator

Remember a earlier this summer when I posted about how I was working on procedural texture systems? I’m going to be putting those systems to good use this month, as I revamp the Planet Generator. You may have noticed that all of my planets are relatively featureless, that the terrain is dominated by monotonous hills and mountains. No more of that! If everything goes to plan, soon the solar system will be getting quite a bit more variety.

First test- full-scale planet textures. I think it’s going pretty well so far!

The Interior Builder Demo

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The Limnal Drive

O my sons and daughters, step forth and seize that possibility! For generations we have gazed through dark glass at worlds beyond our own, and yet these worlds remained the Above, the Unreachable Beyond. No longer!

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The Star System

Took a break from menu work over the past week in order to do something long-overdue: set up the game world. I created the various planets you can visit, a few dwarf planets, even a handful of test asteroids. I’m very proud to say that the single terrain system can be used to create huge super-Earths as well as tiny bumpy asteroids only several kilometers across. Here you can see the ship over an asteroid with a dwarf planet in the distance (lighting is turned off for these shots, so they don’t look their best)

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Menu Test Shots

I’ll probably show off the work I did for the last milestone some more, but in the meantime I wanted to show a little bit of what I’m working on for the next milestone: Interface and Ship Customization. For this milestone, I’m working on the menu system, and my menu proof-of-concept will be to complete at least the “Ship Layout Menu”, which will allow the player to design their ship interior.

So far none of this is designed. The menus aren’t functional, I don’t have the Layout Menu designed (though I have an idea how I want it to work) and the procedural ship interiors, though functioning, are set for a total overhaul. I want to redo how they work to make them more functional and flexible.

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Scout Ship Screenshots

OK! Here is the first trickle of screenshots I promised. One of the things I implemented recently was anti-aliasing, but for some reason I couldn’t get the screenshot function to work with it, so these pics have some jaggies! It’s funny, I didn’t really notice the jaggies until I turned on anti-aliasing, and now that I’ve turned it off they are driving me crazy :) I guess that’s progress for you.

What we’re looking at here is my programmer-art version of one of the new ships. Keep in mind that I’m going for a kind of abstract look here- these aren’t meant to look like your typical space ship. You can probably see what I mean by “SNES Star Fox aesthetic”.


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