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Set Lasers to Stunning

By Cayle on Nov 26, 2023

| The new one hertz twice as much

New Staff!

First things first, we want to welcome @Seldom and @Xfactor to the team, as our new developer and community manager/friendly overlord respectively!

Bevy 0.12

We've now finished our migration to Bevy 0.12 after entirely too much time.

We're very excited about some of the new features!

In Particular:

New Mining Graphics!

We reworked the mining laser. Instead of a scrolling texture it's now fully procedural, and we think it looks a lot more interesting

The new laser is formed by two main components, scrolling simplex noise and a solid beam. When combined with HDR/Bloom it gives a much more dynamic looking effect

One thing that's bothered me for a long time time is the lack of actual light output from the laser, while I was under the hood I went ahead and made a new StringLight component that spawns a series of pointlights along a line segment.

Adding some range/intensity jitter with time gives us a nice flicker effect, perhaps a touch strong.

As a final tweak we worked on the ore spawning effect.

When you harvested the asteroid before, the ore would spawn from the center of the mesh and disperse radially outward.

In the latest iteration the ore spawns at the laser's point of impact and is dispersed in a cone toward the harvester.

When combined with the lighting the effect is a little intense. We're planning going to give the ore a custom material pretty soon that'll let us tune this better and seriously improve the look of the large ore-fields.

Here's the before/after:

Laser Throttle

We added the ability to control the power output for the mining/harvesting lasers with mousewheel/controller triggers!

Mining Laser

Throttle Controls the amount of heat the mining laser puts into it's target, watch for the arrows on the mining widget near your ship to know when you're in the zone

Harvesting Laser

We've introduced a phase mechanic to the harvesting laser, if you're able to keep the throttle in the correct 'phase' you'll be able to pull additional ore out of an asteroid! This is handy for getting rare resources such as metal in the ice biome. Watch/Listen for the laser to brighten and the sound to pitch up to know when you're in the zone. We'll likely do another pass on this to highlight the additional ore nodules with increased luminance or a similar effect.

Asteroid Critical Zones

In addition to the throttle changes we've also added critical zones to the asteroids, which are determined by the angle of the player to the target asteroid on the XZ plane.

Each laser (and later, other tools) have their own specific critical zones, or 'critspots'. We've implemented critical zones for the mining lasers, and we're primed to add it for the other tools such as the railgun and scanner.

You can tell you're in the 'CritZone' by how many arrows are rendered on the laser widget in front of your ship. At a later date we'll add particle effects that emanate from the asteroid as a visual indicator.

Mining Laser

Imparts up to 25% more heat to the targeted entity, useful for getting to the higher mining zones like uranium quickly

Harvesting Laser

Pulls ore out up to 25% faster

Exodus Mode

We've started laying the groundwork for the main 'game', right now that we've got a semi-solid extraction mission pillar to iterate on.

After all, we need to have something to spend our hard-won ore on.

Enter Exodus Mode

Exodus mode is the 'story' of the Persephone, humanity's last colony ship. Currently we've got our colony ship prototype loaded into the Scene and you can launch missions from the warplink which will then return you to the colony ship scene.

Upon this rock we'll build two other core pillars of the game: Fleet Building and Survival

Your fleet will have maintenance, life support, fuel, and power needs that you need to meet before you're able to travel to a new destination.

Maintenance

If you don't give your fleet the resources it needs, each ship's functionality will begin to degrade over time, becoming less effective until it's repaired

Life support

Colonist's need to eat and breathe, and live in a habitable temperature -- you'll have to keep a ready supply of all three resources to keep them alive

Fuel

Your fleet will need to have at minimum, enough fuel to accelerate and decelerate to get to it's destination before it can embark on it's journey

Power

There's no free lunch, everything your ships do requires electricity

What's next?

Over the next week we'll wrap up our current work in preparation for Bevy Jam #4, namely:

After the Bevy Jam we'll be back at work with the following:

If you want to support us, please wishlist Roids on Steam or back our Patreon! to receive Sol Dispatch one week early, and get Roids stickers or a T-Shirts!

Along the way we'll post incremental updates, sneak peeks and dev-dives to our Social Media! Follow/Subscribe to get the latest and greatest as we make Roids!