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Ship Shaders And Materials — Lord of Rigel Devlog

Lord of Rigel has twelve full fleets of ships and stations ranging from frigates to planet destroying behemoths. Each of these models involves building meshes, textures, materials and debris. The amount of effort that goes into each ship seen in tactical is staggering and our artist designed each ship at scale with thought on details such as the bridge, reactor, locations of each weapon type, and escape pod locations. These details were then used to help place the firing points for different weapon types and firing arcs used in the game.

For those interested in the “guts” of how models one in the game, one master pixel shader is used for the ships and solid body objects in LoR. Individual “material instances” get used for each object that can be adjusted on the fly in game for things such as ship speeds or engaging cloaking devices.

Ships in LoR use a few techniques such as detail maps for hull “Aztecing” a term coined by the details used on the Enterprise model for Star Trek the Motion Picture. Each species in LoR has its own aztec pattern. Parallax occlusion mapping is also used so individual hull places look raised. Engine glows are also dynamic and tied to ship speeds in tactical combat and engine pulsing varies depending on the species. Less technologically savvy species such as the Katraxi and Tharrn are larger more visible and varied engine pulses.


Image 1. Katraxi Destroyer in Editor


Image 2. Parallax occlusion and normal maps only


Image 3. Example of Starship Material


Image 4. Katraxi Destroyers in tactical firing missiles


Image 5. Katraxi Destroyer wireframe model.


Image 6. Katraxi Destroyer clean model.


Image 7. Katraxi Destroyer full model.

That's it from us! Let us know if there's anything you'd like to see a devlog on in the future.



EA Build Hotfix #16

  • Ticket #1230 System/Planet View cycle button refactor
  • Ticket #1229 Diplomacy AI counter offers treated as player demands fix
  • Ticket #1037, 1038 & 1217 Colony Base build queue filter implemented
  • Ticket #1226 Improved Energy Weapons technology calculation fix
  • Ticket #934 Tactical auto retreat fix
  • Ticket #1017 Ship design deletion build queue freeze
  • Ticket #1045 Fleet travel text fix
  • Ticket #1227 Building event ticker includes next item queued
  • Ticket #892 Tutorial outpost fix
  • Ticket #1018 Tutorial build queue text clarification
  • Ticket #1052 Tutorial stuck on planet screen fix
  • Ticket #887 Tutorial Explore goal text clarification
  • Ticket #1232 Citadel data fix
  • Ticket #1079 Tutorial Information screen hotkey fix
  • Ticket #837 End turn key closing fleet combat if under AI attack fix
  • Ticket #1218 No first contact window fix
  • Ticket #1130 Hyperspace flux GNN trigger and duration fix
  • Ticket #1225 Fleet disappear on arrival fix
  • Ticket #1228 Research screen key panning implemented
  • Ticket #1220 Build queue deletion fix
  • Ticket #1224 Custom faction color for ship widgets fix
  • Ticket #1219 Build queue filters for Starbase, Battlestation and Citadel
  • Ticket #1222 Engage and autocombat with empty enemy fleets fix
  • Ticket #1217 Colony base filter fix


Known Issues:
Tutorial has critical error that prevents completion.

Lord of Rigel - Roundup #4

Hello Lords of Rigel,

This has been a slow week for updates, but that is both good and bad. We released an update on Saturday and another on Sunday to address some immediate fixes that were needed. These changes should fix a number of issues players have been experiencing as well as making some incremental updates to the orbital bombardment system and ground combat stats. Players should be seeing changes in how stats are calculated – for instance ground combat bonus traits are no longer percentages, but positive/negative bonuses. This should make for an easier system to calculate consistently. Additionally, we added another quality-of-life request from players – the ability to move between owned systems from system view. Players should now see arrows at the top of their screen to move back and forth between different star systems.



While probably not noticeable to players, one change this week was a big change in code - moving our turn system towards being centralized in an Unreal Engine actor. This is the first step in a longer process of restructuring the turn system in the game and we believe this will provide fewer bugs, a better player experience through a centralized system to process all player UI interactions generated from a turn such as audience screens, research menu, etc. and we will be focusing on optimizing the code which should provide faster turns for players. Our goal is to get turn running as fast as we can. This will be especially important in larger and longer games where more data is running through turn.

This week we will continue to focus on bug fixes as they come in, quality of life improvements and an ongoing refactor of orbital combat/ground combat. We should be getting the defensive forces refactored and then transitioning that code to the invasion level for visuals to play through for the player.

Again, we encourage all of you to report your experience with the game both good and bad as well as provide feedback on hotfixes and quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on.

Thank you for your continued support and feedback and we continue our journey through EA!

EA Build Hotfix #15

  • Ticket #1212 Orbital Combat zero population invasion loop fix
  • Ticket #1198 Autoexplore wormhole fix
  • Ticket #1206 Event ticker close button fix
  • Ticket #1205 Defeated factions not removed from GNN fix
  • Ticket #1213 Stolen tech buildings not buildable fix
  • Ticket #1216 Xantus diplomacy dialogue typo corrected
  • Ticket #1208 Building filter for Alien Control Center and Terraformer on Gaia worlds fix
  • Ticket #1211 Buildings no removing from build queue
  • Ticket #1081 Max population tech updating planet population fix

EA Build Hotfix #14

  • Ticket #1196 Updated diplomacy BC gift bar functionality
  • Ticket #1199 Remove ship design button fix
  • Ticket #1189 Treaty count display for BC fix
  • Ticket #1114 Migrating turn system from Galaxy menu widget
  • Ticket #1146 Player unable to select Von Neuman drone to attack
  • Ticket #1157 Black Holes disappearing on turn fix
  • Ticket #1203 Diplomacy menu update for defeated factions fix
  • Ticket #1197 Repeat player tech gifts in diplomacy fix
  • Ticket #1202 Added cycle through stars button in system view
  • Ticket #1087 Tactical combat not turning off fire for disabled weapon banks
  • Ticket #1147 Auto combat ships not attacking planet in tactical fix
  • Ticket #1202 Added government enculturation time to capture tooltip
  • Ticket #1207 Commercial starport maintenance cost fix
  • Ticket #1181 Protomatter device not buildable fix
  • Ticket #1200 Cancel Auto explore fix
  • Ticket #1194 System with monster and natives cutscene fix
  • Ticket #1191 Morale calculation on captured world fixes
  • Ticket #1195 Outpost generating in wrong system fix
  • Ticket #1204 Fist contact loop fix
  • Ticket #930 Derelict ship double event fix
  • Ticket #929 Derelict ship event clears current player research fix
  • Ticket #1185 Space Monster in AI system prevents first contact fix


Additional Updates:
Build Queue UI fixes for Empire and Colony View
Orbital Bombardment Menu Optimizations