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Alan Lawrey
Australia
Приєднався 14 тра 2018
Hobby game dev making space games.
Space Strife - Devlog 2 - The World Map Is The Level
I've done an overhaul of the graphics, including using custom lighting thanks to Ned Makes Games for that nedmakesgames.github.io/blog/graph-custom-lighting.
I've updated the UI, added some sound effects, added two new tanks and added a world map that is also basically the levels.
You can find a new build of the game at astrellon.itch.io/space-strife
#gamedev #devlog #spacegame #spaceshooter #unity3d
I've updated the UI, added some sound effects, added two new tanks and added a world map that is also basically the levels.
You can find a new build of the game at astrellon.itch.io/space-strife
#gamedev #devlog #spacegame #spaceshooter #unity3d
Переглядів: 129
Відео
Space Strife - Devlog 1 - New Short Space Shooter
Переглядів 2102 місяці тому
So I decided to try making a new short game, a simple space shooter. This is not a replacement for Tailspin, but rather a learning project for what it takes to finish a game. Plus it lets me try out some ideas that didn't fit in Tailspin. Here's the link to itch.io for the current game: astrellon.itch.io/space-strife #gamedev #devlog #spacegame #spaceshooter #unity3d
Tailspin Devlog 15 - Starting on Basic Levels
Переглядів 1614 місяці тому
I've started working on what a basic level in Tailspin could look like. This is very much an early test utilizing one enemy and no rewards. The goal is to have more enemies and have more ways of interacting with them along with different aspects of the level that require some puzzle solving depending on the level. #indiedev #spacegame #devlog
Godot 3D Pixel Art Experiment (Source Included)
Переглядів 2,4 тис.7 місяців тому
I decided to give Godot a go to experiment with a 3D pixel art effect. You can try running the project yourself if you download the source from GitHub. There's also built versions for Windows and Linux (no macOS as I don't have a way to sign the binary). Source Blender and Aseprite files are also included. github.com/astrellon/godot-3d-pixel-art/ Additional background music for the video from: ...
Tailspin Devlog 14 - Going Warp Speed With Bubbles
Переглядів 3598 місяців тому
I've been working on a warp system for Tailspin that allows for going at high speed. This system requires generating a warp bubble that brings everything inside of it along for the ride. This took a while after throwing out a lot of different ideas on how the warp bubbles should look like, how the 'physics' of the bubbles should behave. The overall lesson was to keep it simple. #indiedev #space...
Tailspin Devlog 13 - Holographic Sensors and Shuttlecraft
Переглядів 12311 місяців тому
I've started on holographic sensors made possible thanks to Knife Entertainment's Sci Fi Hologram Shader assetstore.unity.com/packages/vfx/shaders/sci-fi-hologram-shader-170106 I've also started on a new shuttle that will be used by the larger ship I've shown in previous videos. #indiedev #spacegame #devlog
Tailspin Devlog 12 - Playing with Gravity on a new Space Station
Переглядів 276Рік тому
I've started on a new space station with the intention of creating some central spaces for the player to visit. This also makes use of some of the fun gravity code that I created a while ago but didn't have a place to use it. This is the character controller I've switched to: assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131 It seems like it may have been a paid a...
Tailspin Devlog 11 - Saving and Loading
Переглядів 167Рік тому
I've started on the saving and loading system, which also helped with creating a way to spawn entire ships from a blueprint. It still has some quirks to work out but it's a good working start.
Tailspin Devlog 10 - Combat and Projectile Performance
Переглядів 201Рік тому
I go through the beginnings of combat and how I improved projectile performance in Unity. I didn't end up using Jobs or ECS, just good use of a list of structs. 00:00 Intro Show Off 04:58 Damage Shader 08:35 Projectile Comparisons 12:41 Conclusion
Tailspin Devlog 09 - New Ship and Refactoring
Переглядів 612Рік тому
This devlog is a quick one to remind people that I'm still working on this! Also this focuses on how I'm moving away from using Unity components to represent game state and into their own classes that allows for simulating ships off screen and allowing for easier saving and loading.
Making a scripting language (Lysithea)
Переглядів 92Рік тому
I ended up making a scripting language which I called Lysithea for use in a dialogue system. Links: Website: profile.alanlawrey.me/lysithea-vm/ Drawing Example: profile.alanlawrey.me/lysithea-vm/webgl/drawing/ Dialogue Example: profile.alanlawrey.me/lysithea-vm/webgl/dialogue GitHub: github.com/astrellon/lysithea-vm npm: www.npmjs.com/package/lysithea-vm Music: Windfall Island - Zelda Wind Wake...
I made my wife a farming game for her birthday
Переглядів 1482 роки тому
For my wife's birthday I made her a farming game that combined many of her favourite things. I got a long way towards making a game, but it did have some shortcomings. But she was very happy with it :) I'm planning on replacing the paid assets with Creative Commons ones or making my own under the same license, at that time I'll make another video and share the code/assets then. Thanks again to ...
Tailspin Devlog 08 - Working On Planets
Переглядів 4122 роки тому
This devlog is about showing the initial work on planets. It has a new water shader (Wind Waker inspired right now). And the majority of the work was on handling wrapping objects and meshes around a sphere. That way I can model islands as if they were flat but have them wrap around a spherical planet correctly. Also using new post processing effects thanks to: SC Post Effects Pack assetstore.un...
Tailspin Devlog 07 - Actual Crafting and Transition Shaders
Переглядів 1582 роки тому
I've spent a while making a transition variant on the base shader that allows bringing objects into view. The shader makes use of a world plane (location and normal) to indicate where the transition should be happening, then a separate script just moves the graphical part of the object through that plane and it all comes together. I've made progress on the other part of the crafting system, the...
Tailspin Devlog 06 - New Shaders and Crafting
Переглядів 1862 роки тому
Tailspin Devlog 06 - New Shaders and Crafting
Tailspin Devlog 05 - Adding Black Holes And Upgrading Components
Переглядів 2532 роки тому
Tailspin Devlog 05 - Adding Black Holes And Upgrading Components
Tailspin Devlog 04 - New Space Graphics And Playing With Gravity
Переглядів 1,1 тис.2 роки тому
Tailspin Devlog 04 - New Space Graphics And Playing With Gravity
Tailspin Devlog 03 - Install Equipment and Dashboard
Переглядів 2323 роки тому
Tailspin Devlog 03 - Install Equipment and Dashboard
Tailspin Devlog 02 - Tractor Beams and Loot
Переглядів 3963 роки тому
Tailspin Devlog 02 - Tractor Beams and Loot
Tailspin Devlog 01 - Walking around ships in space
Переглядів 1,4 тис.3 роки тому
Tailspin Devlog 01 - Walking around ships in space
Space Doggo - Devlog 10 - Using Quadtrees To Handle 100k Trees!
Переглядів 2143 роки тому
Space Doggo - Devlog 10 - Using Quadtrees To Handle 100k Trees!
Space Doggo - Devlog 9 - More AI and Optimisations
Переглядів 103 роки тому
Space Doggo - Devlog 9 - More AI and Optimisations
Space Doggo - Devlog 8 - 3D Stars, Audio and AI
Переглядів 213 роки тому
Space Doggo - Devlog 8 - 3D Stars, Audio and AI
Space Doggo - Devlog 7 - New UI System
Переглядів 263 роки тому
Space Doggo - Devlog 7 - New UI System
Space Doggo - Devlog 6 - Taking photos that move!
Переглядів 164 роки тому
Space Doggo - Devlog 6 - Taking photos that move!
Space Doggo - Devlog 5 - The Big Refactoring And Showing Off How Stuff Works
Переглядів 274 роки тому
Space Doggo - Devlog 5 - The Big Refactoring And Showing Off How Stuff Works
Space Doggo - Devlog 4 - Grass and new Game Ideas
Переглядів 314 роки тому
Space Doggo - Devlog 4 - Grass and new Game Ideas
Space Doggo - Devlog 3 - Space Portals
Переглядів 334 роки тому
Space Doggo - Devlog 3 - Space Portals
Space Doggo - Devlog 2 - Travel between star systems
Переглядів 214 роки тому
Space Doggo - Devlog 2 - Travel between star systems
can u explain how the code works or where to get started to make 3D pixel art like this.
The simplest way to understand it is that it's a screen space effect. 1: In the shader if we just used the pixels screen space location (SCREEN_UV) we get a masking effect, which looks right until we need to move the camera and then you can see the texture is tied to the screen. I have seen some kids cartoons that use an effect similar to this. 2: If we offset the pixels screen position by the screen position of the object being rendered then the textures will move with the camera. That's about it for what the code is doing at it's core. I couldn't find many examples but I know there are more out there like this: ua-cam.com/video/CJAS42vNdFg/v-deo.html The textures being used in the anime are cutouts and put in the correct location rather than being projected into 3d space. In the shader most of the trickiness comes from keeping the texture size correct along with adding the outline. Then for the 3d modelling it's the same principle, each face on the 3d model will become a mask for a texture in screen space. Like the face of a cube when drawn in orthographic screen space will become some sort of skewed rectangle (parallelogram) which then has a repeating texture applied. Modelling with those things in mind is pretty limiting as you can't really control where exactly on the repeating texture certain features might appear, or at least it's quite tricky to get it to line up. I hope that sort of makes sense. In the GitHub code under materials/isometric_basic.gdshader is the simplest example. github.com/astrellon/godot-3d-pixel-art/blob/main/materials/isometric_basic.gdshader The vertex shader is calculating where the screen position for the rendered object should be based off it's 3d position, and then in the fragment shader it's taking the screen position of the pixel and offsetting it by the world position. Then it just needs to adjust by the size of the texture and screen size and that's it.
Pew pew!
Why does the youtube circle for buffering fit so perfectly around the sun 😂 I also very much do enjoy these weapons, but I personally don't find the rocket as satisfying as the other weapons, the others are all very bright with bloom and cartoony, but the flames of the rocket are very realistic.
Good to know the star is centred :p Yea the rocket trail flames don’t really match the rest of the visuals, good to go on the list of things to touch up!
really cool!
Your whole motivation of putting the big ambitious space game on hold to actually deliver a smaller game is actually exactly why I pivoted to making DitherDream instead of Tomorrow Forever for a bit! Well, that and wanting to get away from Unity (and onto a FOSS engine) after the install fee fiasco. 🥲 This looks like a good project for it, and if you’re interested in the advice of random yt devs, I can’t recommend enough that you put it up on steam, even if you don’t charge for it. Steam is a bit of a beast, but it’s manageable, and the more I learn about the platform, the more I want to use it more actively from the start in my next project, for things like playtesting and the like. I’ll give Space Strife a shot tonight though, it looks like a fun little game!
That's fair, I had wondered about your videos on Tomorrow Forever. I missed your videos about DitherDream. I thought about making this in Godot but decided to stick with Unity as a way to really try to keep down development time. Just to make something using skills I already had, etc. But I'm still playing around with Godot. That's good info about getting onto Steam sooner rather than later. At the current scope of the game I wasn't planning on charging for it but I'm still happy to pay the Steam account fees just to go through the process.
@@alanlawrey heyyy it’s honestly cool to hear that I wasn’t totally forgotten! Tomorrow Forever will absolutely be returning, it’s just a matter of how and when. Good to hear that you’re trying out Godot too! They really are both great engines, though switching to Godot added a good 3+ months of learning to DitherDream’s dev time. So even though I was very eager to get clear of Unity, I think you made a very reasonable choice sticking with Unity for this. I’m looking forward to seeing where this goes!
@@DitherDream Thank you! I'm glad to hear that you'll be continuing Tomorrow Forever! Likewise I'll be returning to Tailspin, hopefully with some better knowledge on finishing a game! Although I do a million ideas that I could probably pivot to and really get to know Godot with as well :p
Making simple games are great. For fonts I would check out google's fonts you can download them and the license are good to use. Have you thought about a shield upgrade? You could also add a simple story. Something like the aliens are trying to kidnap the president of earth's daughter and you have to stop them. Then after each wave have some short of cheesy joke or dialog from the aliens or the president. Good luck!
Yea Google fonts are quite good for that, I'm so far using a fairly neutral sans font which doesn't really invoke much of anything. Yea I've played around with the idea of multiple different upgrades and I'm still tossing up which ones are really worth it or not. Since the goal is to hopefully not create scope creep. I also very loosely based the game idea off the old game WarHeads which doesn't really have a story. But a loose narrative around what's happening isn't a bad idea.
@@alanlawrey At a basic level a story provides the player a reason to play
That’s true. Writing isn’t my strong suit so it’s probably worth practicing it.
Very cool! I am stuck in the loop of 1. start making a game 2. scope creep attacks 3. decide to make a smaller game just to finish something 4. go back to step 1. I am like 3 games deep at this point... But it seems like you have managed to escape that cycle haha Also, a little bit of feedback from watching this video: I like the line showing the enemy path, but it looks very much like the trails of the rockets. And I think they are too sparse, you have to follow the flying line for some time to see the whole path. But that's not a major problem! I hope you'll share your experience uploading your game to different platforms, because I'd like to see how it's done
Haha only time will tell. I think even being aware of the cycle it’s still hard to avoid. But at the moment my desire to release something is hopefully enough to overcome my talent for scope creep. Yea the wave indicators definitely need some work. Yes I’m hoping that uploading to each platform isn’t so painful that I give up :p
Also have you shared your games anywhere? What kind of games have you been making?
@@alanlawrey I am making a game about exploring a planet through remotely controlled drones. I have a few blogposts about it at my blog (youtube really hates links, try searching for "loipesmas remote space blog", hopefully you'll find it). Although it's currently put on hold, as I work on my "quick and small game" (or at least that was the original plan... three months ago). That one is about collecting space debris, inspired by an anime called Planetes. I haven't really posted about it, as I barely find time to work on it. But it's coming along! So, a fellow aficionado of space games ;]
If you would combine "loipesmas" with a "net" TLD, you might stumble upon a blog which has devlogs
Looking good, I love the physical cockpit controls. It's cool to see a gameplay loop coming together!
Thanks! I wish I had more design skills to draw on for creating a more cohesive and engaging set of controls, but that'll also come with time hopefully.
Cool experiment. Love it. Thx for source!
This is sick, could you put early builds on itch please!!!
Thanks! The plan is to release something on itch when there’s a bit more to do and the basic features like saving and loading have been more tested.
YOO THIS IS SICK AF!!!
Nice! Glad to see you're still working on this (and making progress!)
Thank you! It’s slow going but it is going.
Hi! I'm Jan, and for the couple years now I've had a concept in mind that involves space ships that you can walk around in while they are moving. Until now I have been too busy with school but yesterday I finally got my master degree in game design (epic right? I'm super exited), and i decided to give this project of mine another go. You are the only one who has come up with a viable concept for what I want to accomplish so far, and I have to say it's impressive. As for my problem however: I think i understand the 3-layer concept that you are going for and I have been mucking about in Unity for a while with it myself, but I am having trouble coming up with some of the code to apply it properly. I was wondering if there was a chance we could have a call some time, or maybe you could give me a peek at your code to speed up my design process? It's not my intention to rip your code or anything, but it would be really handy if i could take a look at how you approached combining essentially the world coordinates and the interior coordinates of each object into the coordinates needed to apply on the visual layers of each object. You can simply react to this and I'll give you my info in case you'd like to discuss this with me! Thanks a bunch already for sharing this amazing approach with the world, and I hope to read from you in the future!
Cool solution for the pixel-perfection in 3D! Regarding the spatial audio, I wonder if the issue might be with the fact that the camera is orthogonal, because then it's at an infinite distance from the world space (not exactly, but kinda). You should be able to solve this by creating an "AudioListener3D" Node and placing it "in world-space" (by, for example, projecting a raycast from camera to the ground plane and finding the intersection). I hope this helps!
Thanks! I am using a SubViewport to render the main scene into a TextureRect. I don't know if that's also messing with things but I tried adding a listening just in the main scene unconnected to the camera and I still don't hear anything.I should probably make a new empty project and see if 3d audio is working at all for me. Thanks for the tips.
Commenting to give a boost. UA-cam randomly recommends small videos like this one to me, and I work with pixel art, so this is extremely helpful!
Thanks I appreciate it!
Seems like you have some competition with this type of game. ua-cam.com/video/jzxU8KJCC5c/v-deo.html
Yea I’ve seen that one before but wasn’t able to get the demo working on my machine under Linux. But that was probably a year ago. It looks very cool.
Hi there, I'm Michael! I just came across this channel, and I have to say I really enjoy the laid back, largely unedited devlog style. It almost feels like you're taking us on a tour of your game. The game looks great by the way, I love the warp lines that appear when the warp bubble is moving. SELF-PROMOTION TIME: If you're looking for music for your game, I'm a video game composer. If you're interested, I'd love to chat!
Thank you! Sorry for the slow reply, I've been out of town for a while. Also I'm sorry but I'm not looking looking for a music composer at this time, but I appreciate the offer!
Ah, that's all good. Thanks for the reply!@@alanlawrey
Just stumbled on this, looks cool as hell! Following!
Thanks! Your game looks really cool too! I’ll have to find some time while I’m away to check out your other videos.
So cool seeing how far it's come since the beginning. The particles are awesome!
Thanks! It is good to compare to the start of the project, but it would be nice if it got here a bit quicker :P
Is there already a zoom function when in the cockpit? It's kinda difficult to read for me haha
There isn’t at the moment, although I have thought about it. Ideally I really want the UI to not need a zoom in, that it should be readable regardless but the current placeholder stuff isn’t really well suited to that. Also I can imagine that even if it is readable on a 1080p desktop monitor it might not be on a SteamDeck.
Make greg have googly eyes
Hey man, nice work. I have the Space Graphic Tool as well but still cannot manage how to handle with the FloatingCamera switching from the "Ship" to the "RBPlayer"... how did you implemented it? Thanks :)
Thanks! Since you cannot have a floating object inside another floating object, when something enters a ship I disable the floating object component on the thing entering a ship (and re-enable when it leaves if it's not still inside another ship). As part of that when it's the RBPlayer that enters or leaves a ship I update the follow camera to point at the parent floating object that is enabled, which could be the RBPlayer if it's floating in space, or it could have to check several ships if it's a shuttle sitting in the shuttle bay of a larger ship. I have a function that gets in the highest enabled floating object, which is a little more complicated in my system since I have the whole separated physics object representation.
@@alanlawrey ok sounds fair, but in my case the problem is that if you disable the floatingObject from the RBplayer, then, when he needs to move again outside the ship, when you re-enable it , in the "snapping" moment he is teleported back in the same grid cell it was before, when I disabled the floatingObject By the way keep up the good work, many thanks for your answer :))
@@ImTheExpress Ahh yea you'll have to call DerivePosition when you also re-enable it.
This is impressive stuff. Would you consider writing documentation or tutorial on this type of “moving platform” physics based system? Or have knowledge of resources already available?
Thanks, I have considered making a short tutorial about setting up a system like this as I feel like after several years of playing around with it I feel relatively confident that it's fit for purpose. I haven't done it yet though as I know making a cohesive tutorial can be hard. That said my goal is to make an example project along with written documentations and a video at some point.
Shuttle is looking good! Wonder if it's worth having a radial menu when you need so many small buttons in such a small space? Holding the interact button against an area to give you options?
Thanks! That's a good idea, I've held on to this concept that the game could be played with minimal keybindings and menus, but as I've continued I've realised that either I keep the number of buttons to a real minimum (and make them bigger) or I need another way to interact with them as well. This has given me an idea though, perhaps making use of a radial menu that also lines up with nearby elements that can be interacted with, almost like Diablo's highlighting of things on the ground, it doesn't replace being able to click on them but it does make it easier.
This dude is making indie star citizen (cant wait to play this it looks great)
Thanks! I hope the dev time will be less, but I'm starting to get an idea on why a game like Star Citizen could take so long.
For getting your player to show up in the chair, you might try putting your player's graphical components on a discreet gameobject/hierarchy within the player gameobject. Typically this would be a child of the player, but when you chair, parent just the graphics to the chair
Thanks I'll look into that. I haven't really done much with characters before, but I am thinking that I should change out the capsule for a character that could sit in a chair.
another amazing devlog as always
Thank you!
Now let's hope these shuttles are a little more robust than the ones nasa build :p
I hope so too! Might need a difficulty slider that goes below NASA level if they are.
Heck yeah, shuttle pressurisation!
Yea! Even if it’s just a particle effect :p
Awesome!
Thanks!
That's a cozy Space Station! With the tree and the gravity walkway it's reminding me of Outer Wilds. Clever solution for the curving gravity, thanks for sharing!
Thank you! Yea I was going for cosy. And Outer Wilds is definitely an inspiration.
Great work, Alan. I'm happy about new devlogs. I like your idea and implementation of the exterior/interior spaceship design. Your work impresses and motivates me. Thank you very much.
Thank you! That’s great to hear! Feel free to share anything if you want.
its always a good day when there's a tailspin devlog
Thanks! That’s very nice to hear!
Great to see the progress coming along! Do you have plans to let the player mine ores / asteroids? Maybe even refine any resources to help upgrade your ship or construct new ones?
Thanks! I do some plans for most of that! Check my 7th devlog about crafting. I also have plans for crafting entire ships, but I’m still thinking about the balance of that.
Always enjoy these update videos. Do you plan on adding multiplayer in the future?
Thanks! Multiplayer is pretty unlikely at the moment. It would probably be possible to add it in later if I really want to, but design wise I’m not considering it.
that's so cool! when can I start playing?
Thanks! Well being able to save and load was a first major step towards having something worth sharing. At the moment even if I shared it there’s not really any content to see.
So much pew!
All the pew pew and you get to keep most of your fps’s
The game is coming along very nicely! :D
Thank you! It feels slow but progress is still progress.
i’ve had this video in my watch later for like almost 10 days but i finally got time to sit down and watch it and man the progress is awesome!! can’t wait to see this game evolve!!
Thanks! Hopefully it’ll come together into something resembling a game one day.
Hi! I was wondering if you're using triggers to determine when smaller spaceship enters the interior of a bigger one. If so, i can't understand the next situation: 1. Player enters small ship 2. Small ship enters bigger ship 3. Player exits smaller ship and stops being it's "child" But then how does the game understands that the player should become the child of the bigger spaceship's interior?
Hello! Yes I'm using triggers to determine when something enters or leaves. Since the exterior 'world space' graphics are separate from the interior 'physics world' ones there are two triggers. One set for the external graphics which then moves the character into the interior space, and then one in the interior space for determining when they leave that trigger. For that situation if you look at around 04:35 you can see that the player's collider isn't actually visible in the left view until the player pops out of the shuttle and into the bigger ship. That's because the shuttle you're seeing there is the 'exterior' physics collider and the interior of the shuttle is in another static position like the larger ship's interior. So the player leaves the shuttles interior which puts them into world space, which then immediately hits the trigger for entering the larger ship. I did create a transition manager that holds onto transitions like that for a frame to handle moving the player between spaces directly rather than moving from interior -> world space -> interior. But I'm not sure how needed that really is. I hope that clears things up a little :)
@@alanlawrey turns out i just forgot to teleport the collider part of an object to the interior lol. But there's one thing i think you've missed (or you didn't and i'm just blind). Let's say a long ship enters an even bigger mothership, but leaves 50% of it's long body sticking out of a mothership. Does this mean that the other half of the long ship, located outside the mothership, has no physical representation? This means that any other ship that tries to ram it will just fly right through
@@orilas6368 Yea it's a bit of a fiddly system to get working well. And yes with my system a long ship will have that problem :P I thought about how I would solve it since even with a small ship it will probably end up being noticeable. My current idea that I *haven't* tested yet is to have it spawn in another copy of the exterior collider and match the movements while it's entering an interior but not fully inside it. However the extra work to figure out when something is partially overlapping and then handling getting the colliding forces from both the exterior and interior colliders seems like a complicated solution. But I'm sure it could be done, I'm just hoping that by knowing this limitation that I'll just avoid it all together if possible.
@@orilas6368 Hey I'd be okay with that. This is my Discord name: astrellon
Nice Job! Keep on plugging away its coming along great!
Thanks for the encouragement!
I recently found your channel, I really like your game and you got me hooked now! It reminds me a lot of Space Engineers, I hope development is doing good for you, excited for what the next episode brings!
Thank you! Development is indeed slowly progressing.
@@alanlawrey yeah I know how it is sometimes, doing gamedev myself haha
What are you making? Do you have anything posted?
Looking really good! Wonder if it's worth making the engine power indicators a bit bigger? They seemed a little small on the right
Thanks! For sure, those are just there for debugging and having some in world indication that things are working. The end goal is to have some sort of panel that shows the component along with information about it.
This looks fun! If you ever need any music for the project, I would be happy to make some.
Thanks! I’ve been meaning to start thinking about the audio design of the game but there’s always so much to do.
5:01 it's got a lot of space inside of it AND OUTSIDE OF IT! badumtish
There's so much space outside of it! The system for handling large scenes here allows a couple more light years than I really need.
So cool!
Thank you!
the auto-generated captions say “Taylor Swift dead vlog” and my lousy ass nearly spit my drink out reading it
great progress though, keep it up 👌🏼
Haha that’s pretty funny! I have been meaning to check out tweaking the captions to improve them. Thanks for the encouragement!
I just got this recommended and it looks so cool!
Thank you!
I agree with the other commenter, the ship interior is giving 90s Star Trek vibes and I'm here for it! Great to see you've made such progress!
Thanks! I’d love to be able to make something that really gives good Star Trek vibes overall. Got to keep looking at the production of those shows.
Aw this is so sweet!
Thank you! It’s also coming up on Eurovision again too!