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Michael Evans

@primalace.bsky.social

Principal Game Designer. He/him.

65 Followers  |  420 Following  |  52 Posts  |  Joined: 17.10.2024  |  1.8614

Latest posts by primalace.bsky.social on Bluesky

Archimedean Dynasty is what I think of. A modern take on that would slap!

10.10.2025 13:48 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Interesting! I've also thought doing a sort of space game but it's actually in a planet sized mega ocean would be a good fit for creating a more plausible "flight" model and have interesting terrain and "atmospherics" just because there would actually be a medium being moved in.

10.10.2025 08:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

What are you cooking?

09.10.2025 10:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Stunning design!

30.09.2025 20:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Hell yeah!

21.09.2025 10:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Gorgeous ship designs!

17.09.2025 09:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I need a new extreme g in my life

29.07.2025 12:46 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This is like the scale of Elite ships, with cockpits that are actually the size of houses!

26.07.2025 22:00 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I like the look of these. Theyre like a mix of gundam and heavy gear mechs!

26.07.2025 12:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The fog of war aspect was really important I thought. You could also consider cards you could place face down in a stack to do a fog of war and could be used to do compound maneuvers. Pretty print and playable.

09.07.2025 17:53 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

what about a stack of tokens instead of a dial. Could be something interesting in seeing three tokens stacked instead of the usual two but not what it means, or could have bluff tokens.

08.07.2025 20:10 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Starship Landings (Prototype) by Why485 Prototype built entirely around making cool looking spaceships landings an integral part of a game.

Check it out and download it from the itch.io page. Since it's a prototype, there's little in the way of comforts, so be aware that you'll need a gamepad to to play it. It's not really configured for anything else.

30.06.2025 23:29 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
The European Citizens' Initiative is OPEN!
Signatures: 654,162
Percent complete: 65%
Sign the EU Petition!

The European Citizens' Initiative is OPEN! Signatures: 654,162 Percent complete: 65% Sign the EU Petition!

It should go without saying, but I strongly believe in Stop Killing Games. It has the potential to make massive waves in favor of consumer rights and protection, in an area of which there is currently no tested law.

If you live in the EU or UK, sign the initiative!
www.stopkillinggames.com

29.06.2025 23:55 β€” πŸ‘ 36    πŸ” 13    πŸ’¬ 1    πŸ“Œ 0

I think you can make dice thinky if you can figure out how to use them to provide input randomness instead of output randomness as suggested here. E.g. Could a rare roll ahead of time provide options to use Fighters to punch above their weight amongst other choices or meaningful decisions.

29.06.2025 17:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Cross referencing stats is a burden but provides flexibility. Bespoke units can be wasteful but the important stuff is right there where it needs to be.

29.06.2025 16:57 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

In the end though it doesn't matter unless you also fuss with the speeds and stuff at the same time otherwise its just a way to render something that's really big without using big numbers.

17.06.2025 17:18 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I've done that in unity before. It's how I prototyped the way supercruise in elite could work and sold it to the powers that be. I knew telling unity to render something 8au away wouldnt work so I rendered it 100m away and dynamically scaled and positioned it to look further.

17.06.2025 17:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

You can compress time, compress space or compress speeds. On Elite we dynamically altered the acceleration and speeds based on how far away you were from stuff in space, with the effective outcome of making those vast realistic distances much more compressed in terms of time to cross.

17.06.2025 16:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I always felt star wars stuff has to do that too else those fast cuts between taking off and then flying away from the planet into hyperspace must have covered a period of like 12 hours lol

17.06.2025 16:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This reminds me of the flight model from Flight of Nova. It has two modes and playing it at first you look clumsy and stupid trying to land and fly but after a couple hours you're like the millennium falcon taking off from Bespin.

17.06.2025 16:09 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

BIG Cargo
- Thanks for 150 follows 🀍
#lowpoly

31.05.2025 17:02 β€” πŸ‘ 2226    πŸ” 366    πŸ’¬ 52    πŸ“Œ 5
Look at these cool explosions and battle!

Look at these cool explosions and battle!

I'm so happy with these trails you don't even know.

I'm so happy with these trails you don't even know.

The AI is extremely basic and dumb, but it surprisingly looks smarter than it is a lot of the time.

The AI is extremely basic and dumb, but it surprisingly looks smarter than it is a lot of the time.

The completely unlit and non-shaded explosions and effects were the right call. I don't know that this would be a "final game" style, but it's visually appealing enough that I probably won't change it.

The completely unlit and non-shaded explosions and effects were the right call. I don't know that this would be a "final game" style, but it's visually appealing enough that I probably won't change it.

Some random screenshots.
More in the ALT text.

28.05.2025 04:43 β€” πŸ‘ 18    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0

Keep cooking, this is good stuff!

28.05.2025 20:16 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

All I want is for this to be trivially baked into an engine along with line drawing and quad based wire frame rendering

26.05.2025 09:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I tried to like this, but I already had! You should be able to double like posts.

21.03.2025 20:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

more spaceships: "Scouts"
#digitalart #spaceart #spaceship

28.02.2025 05:54 β€” πŸ‘ 554    πŸ” 89    πŸ’¬ 9    πŸ“Œ 1

When I generate ships, I do something like this to make 3-6 different interesting shapes, and then reuse those shapes in another generator, letting them overlap and be in various positions. Essentially, it is building a complex shape out of smaller simpler ones.

27.02.2025 21:00 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

It's my proudest accomplishment in the near two decades I've worked in the games industry to be sure.

22.02.2025 22:42 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

At one point, right at the start of ED development after I was brought on board, it was the intention of the lead programmer at the time to implement a full thrust vectoring system akin to SC. I'm very fortunate that me and the lead designer had other ideas and were allowed to pursue them.

22.02.2025 22:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Was I supposed to write a paper on the flight model of Elite Dangerous or did I miss that memo?

22.02.2025 10:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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