Naev Development Blarg (Page 10)
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Utility Outfits
BY BOBBENS, ON JUNE 6TH, 2021
This post is about development on Naev 0.9.0.
Most non-weapon outfits in Naev have consisted of simple modifications, with some notable exceptions like afterburners. This has always meant that most of the game is built around setting up outfits, without non-weapon outfits playing an active role in combat. In order to allow much more flexible outfit design, we have incorporated Lua, the widely used scripting language in Naev and other projects, into the outfits.
The result? Now outfits can react to environmental conditions or trigger in certain instances. Furthermore, the behaviours don’t have to be fixed, but can be dynamically set during runtime. This allows doing simple things like having outfits give you bonuses above certain shield levels, or depending on nearby ships. Below are some examples of what can be done with this.
The Emergency Stasis Inducer will automatically trigger when your ship takes armour damage. Not only will it slow down time around you, it will also speed up your ship for a great bullet time effect!
The Emergency Stasis Inducer in action! Do you like holograms? Would you like to project a fully equipped model of your ship into space to distract your enemies while you blast them into smithereens? The revolutionary Combat Hologram Projector does just that!
The Combat Hologram Projector in action! Have you ever felt so angry that you wanted to slow down time and get a large bonus to damage while you damage yourself? Think no further, the Berserk Chip does just that, without making you turn green and rip out of your shirt!
The Berserk Chip in action! Of course, it would only be right to pay homage to the original Cloaking Device by implementing it in Naev. While active, nobody will see you, and you will be able to do what you please freely.
The Cloaking Device in action! Other than these showcased outfits, there are many more to explore, however, we leave that up to you to look forward to in-game!
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Fancy Jumping
BY BOBBENS, ON MAY 2ND, 2021
This post is about development on Naev 0.9.0.
Given that the old jump animation was a bit bland, fading in and out from white, we decided to give it a new spin with GLSL shaders. Furthermore, it is now possible to use multiple different jump animations. Currently only two are used in-game, but this might be extended in the future.
A quicksilver jumping into a new system.
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Trails for EVERYTHING!
BY BOBBENS, ON APRIL 9TH, 2021
This post is about development on Naev 0.9.0.
By moving to newer versions of OpenGL in version 0.8, we have modernized the rendering pipeline of Naev, however, we have not been making full use of that power. Well, at least not up until now. We are proud to present trails for ships and missiles! These are generated procedurally using GLSL shaders, and are capable of having complex animations. There are currently a total of 7 different trails depending on the ship and missile, ranging from cool to very cool.
A llama crossing paths with some other ships. A quicksilver crossing paths with the Za'lek. Ships can have special trails in the nebula.
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Naev LÖVE
BY , ON MARCH 14TH, 2021
This post is about development on Naev 0.9.0.
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Disclaimer: the LÖVE project has nothing to do with Naev. We just thought their API was cool and decided to implement it.
As you may know, the Naev scripting engine is written in Lua. Since the original releases of Naev, the Lua ecosystem has seen an incredible growth, being using in notable games and software. One of these great frameworks is LÖVE, which is a 2D game API. While we haven’t rewritten Naev in LÖVE, what we have done is implement a subset of the LÖVE API in Naev. In combination with the dialogue systems we had already implemented in Naev, we were able to extend it such that LÖVE games could be launched inside of Naev using the Naev engine. Since a picture says a thousand words, let us see some examples taken from simplegametutorials.
Flowers demo running in Naev We can see the game is being run inside a dialogue window inside of Naev. Mouse input is passed and it reacts to user input.
Snake demo running in Naev An independent game loop can also be run inside of Naev, along with keyboard input to create a snake game.
Of course what game is complete without a Sokoban minigame?
Sokoban demo running in Naev Since Naev itself has asteroids, it seems like the next logical steps is to run an asteroids clone inside of Naev.
Asteroids demo running in Naev Although we haven’t shown any original mini-games. The LÖVE API has a nearly infinite potential for creation. In future posts we will show some of the different ways it is being used in Naev.
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Naev 0.8.2 Release!
BY BOBBENS, ON FEBRUARY 12TH, 2021
We are proud to announce the 0.8.2 release of Naev. This fixes some issues found in 0.8.1. We don’t expect there to be many remaining issues, but if you do find any, please report them at the issue tracker. Discussion about the game can also be had on Discord (discord invite).
You can get the latest version from any of the following three sources:
Changelog:
- Gameplay
- Fixed duplicate rewards from pirate ship-stealing missions. (Sorry.)
- Fixed the Advanced Nebula Research mission’s failure condition in case you don’t stick with the transport ship. (Sorry.)
- Fixed the “The one with the Runaway” mission so the captured drone doesn’t appear back in space.
- Engine
- Fixed a bug loading games with short (1-character) names.
- Tweaked chances of seeing Spaceport Bar missions.
- Updated German translation.
- Fixed “configure” script when the system has a “cxsparse” library and no “csparse”.
- Fixed source .tar.gz so ./configure is immediately usable again. (Note: 0.9.x will use Meson for builds.)
- Gameplay