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DEVELOPPER DIARY

2004 - 2006

April 2006

My children grow up and need some care and time... The development of the game is stopped.

October 2005

DotScene imports are working quiet well now, so we start modeling the new spaceship.
For Solar system generation, I have totally rewritten the (opensource) StarGen library, into an Object Oriented Design and C++.
This give a new StarGen 2 library which is also opensource, and has a dedicated StarGen-II website , where documentation and sources are available. (The purpose of this library is to generate a realistic planetary system, for a given star. It is used by Celestia fans, and many game-creators who need a solar system.).

September 2005

For september, we are working on dotScene imports, and solar system generation.
The game will create the planets orbiting around a star, according to realistic astrophysical rules. The game will also generate unique textures for each planet (temperate planets, rocky planets, gaz planets...)

August 2005

The project is now 1 year old ! and still alive. It is time to take some holidays in a very beautiful country: Italy, and the mountains of Piemonte near the Lago Maggiore.

July 2005

A new 3D designer joins the Team ! Adam is redesigning the Ship 3D models, by using Blender and dotScenes. Expect a brand new look of the spaceship in the futures demos. A new demo is available (see download section).

June 2005

Working on the Navigation Computer. This computer allows the player to control the Engines. The piloting will be not too easy, but not too difficult: it a game and not a simulator. But I try to make it realistic enough...

May 2005

Working on the Ship internal elements. This is nothing that can be seen: Energy production, Air production, Water production, Engines. All the elements and the associated rules that will allow the Ship to fly.

April 2005

Working on the Ship internal computers. This computers will allow the player to monitor everything in the Spaceship. (Maintenance computer, Status computer, Captain Computer)

Marsh 2005

A new designer joins the Team ! Etheral Warlker is going to work on 3D models for the game. A new version is available with Ogre 1.0 (see download section).

February 2005

The hibernation bed is finally done! Now, I will take some time to include the new version of the Ogre engine (v1.0 was just released few days ago), and I will have to rewrite the Main Menu application with the new GUI system. afterwards, I'll start programming the piloting computer.

January 2005

I spent a lot of time on modeling the different rooms of the Spaceship. In fact, 3D modeling takes a large amount of time. Especially when you are not a professional modeler, but a programmer. I have first to learn modeling and texturing technics... After modeling the hibernation Room (based on a model found on the internet), the corridors, the maintenance Room, the weaponry, the maproom, I start modeling the 'hibernation bed' with animation, particles, and a GUI interface.

December 2004

A new version of the demo is released (see the 'download' page).

November 2004

CEGUI library is included in the project. The Robot has now an interface, coded with CrazyEddy GUI library. XERCES library is included in the project, and the data files are now XML files. First animated objects: the doors open and close. The robot can move from one room to another.

October 2004

The new version of the Ogre Engine is released (v0.15). So the whole program is reviewed. This site is now also in English, and the demo is updated.

August 2004

The project starts. I choose finally C++ and the Ogre Engine for the 3D graphisms. I choose the Audio Engine FMOD for the sounds and music. Coding of the Main Menu, the Setup program, and the begining of the game.