Monday, July 17, 2017

Introducing Black Road Sky

So, I haven't abandoned any of my works-in-progress, I just haven't, like, worked or progressed on them. I have, however & of course, started a couple of new ones.

The one I'm most excited about at the moment is a super-space-nerds-only fly-by-instruments space sim called, for now, Black Road Sky. It doesn't really look like it, but I've been working on this for a couple of months now.

KSP stole the navball from me, not the other way around.

Yeah, not much to look at. There was (and still is) a lot of math & physics to figure out and, like, I'm not that smart. But I've got the basic orbital simulation mostly worked out and things are starting to come together. It's been a bit of a struggle trying to get this one off the ground, and there's still like a 50% chance that I will fail miserably before there's any actual game to speak of in place, but if I can power through the math, I don't know, I think this one could be something sort of special.

I do plan to get back to Harvest Booze eventually, but I think I need to reevaluate some things with that project; it was just getting too big in my head.

My plan is to have the Black Road Sky physics engine more or less ironed out in a week or two. If I can't make that happen, then I'll probably have to admit that I've bitten off more than I can chew.


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