Spaceflight UI and Docking Bay

Some more work has been done for the spaceflight user interface.  It is barely functional now.  The starport now transitions to the spaceflight scene when you use the docking bay transporter pad.  It does not do any sanity checking (making sure you have a crew and that your ship is christened) yet.

I grabbed the texture maps used for the docking bay doors from here: https://polycount.com/discussion/132234/mouhsine-adnani-portfolio-and-wips

The basic framework for the buttons has been coded up.  Next up is the launch sequence.  I have some ideas for a Hollywood special effects style animation sequence where the docking bay door opens and the countdown begins.  Think of the air rushing out, etc.

Ship UI - In Progress
By |2018-08-06T17:59:26-07:00August 6th, 2018|Starflight|0 Comments

Spaceflight UI Rough Draft

Now that I am done (for now) with the Starport, I have started mocking up the UI to be used while flying around in space. This UI will be used for both traveling around in solar systems and in hyperspace. A similar UI is also used planetside while in the terrain vehicle. I spent only around an hour on this so far. There are some issues with how Unity does UI layouts that I need to figure out.

Ship UI - Rough Draft
By |2018-08-06T17:59:51-07:00August 5th, 2018|Starflight|2 Comments

Starport Transporter Effect

This afternoon I started work on the very last thing you do as a player at the starport. And that is transporting (teleporting) to the docking bay where your ship is located. The original game had the effect of the player disappearing one pixel at a time. What do you think of my take on this? It was done entirely using standard particles in Unity along with an alpha fade on the astronaut.

The sound for the transporter effect came from here: http://www.trekcore.com/audio/

The original

The remake

By |2018-08-06T08:08:30-07:00August 3rd, 2018|Starflight|2 Comments
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