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TIGSource ForumsCommunityDevLogsSpace Game Testing Grounds (working title)
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Author Topic: Space Game Testing Grounds (working title)  (Read 10375 times)
Kornel
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« Reply #40 on: March 12, 2018, 12:30:47 PM »

Hi!

Fist a quick change log:

Update 021 - New Look
* [added] Antialiasing.
* [added] A bit of bloom.
* [added] Vignette.
* [changed] Ship now has some glowy bits.
* [changed] Scene lighting has been adjusted, again.
* [changed] Slight color changes to the skybox.
* [changed][internal] Quality settings adjusted.


Today marks the game's first month of development - woohoo Smiley

That's 21 updates in total.

From this:

First day of development.

Second day of development.


To this:

Today.

Another angle.

Can't wait to see what the next month of development will bring!

And as always any and all constructive feedback is highly welcomed Smiley

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Kornel
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« Reply #41 on: March 13, 2018, 11:51:56 AM »

Another day, another update Smiley

Update 022 - Turret
  • [added] A brand new turret.
  • [added] You can now target asteroids.
  • [added] The turret tracks the selected asteroid.
  • [added][internal] Now things inside are starting to use a very light-weight event system.
  • [changed] Left mouse button is relegated to selecting things and no longer is used to orbit the camera.

Not exactly ground braking turret technology, but you got to start somewhere Wink

As for the event system: it's inspired by this talk:

, which I highly recommend to anyone programming in Unity.


And as always any and all constructive feedback is highly welcomed Smiley




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Kornel
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« Reply #42 on: March 14, 2018, 09:04:52 AM »

A quick update today - lasers!




Update 023 - Lasers
  • [added] Turret can now shoot a laser if within range.


As always any and all constructive feedback is highly welcomed Smiley


« Last Edit: April 05, 2018, 06:39:50 AM by Kornel » Logged

Pixelologist
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« Reply #43 on: March 14, 2018, 11:37:09 AM »

How do I acquire a laser turret in your current build? 
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Kornel
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« Reply #44 on: March 14, 2018, 01:37:56 PM »

How do I acquire a laser turret in your current build? 

You have it from the start. Just click on an asteroid (please note there is no HP or destruction, yet) Smiley
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Kornel
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« Reply #45 on: March 15, 2018, 02:25:28 PM »

Update 024 - Lasers Bolts
  • [added] Turret can now shoot a laser bolts if within range.
  • [added] First projectile: Laser bolts.
  • [changed] Laser Beam is disabled for now. Will add the ability to change between the guns tomorrow.



And as always any and all constructive feedback is highly welcomed Smiley


« Last Edit: April 05, 2018, 06:39:57 AM by Kornel » Logged

Kornel
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« Reply #46 on: March 16, 2018, 08:37:30 AM »

Update 025 - Weapon Changing
  • [added] You can change weapons using 1 & 2 keys.
  • [added] New UI element that shows what weapon are you using.
  • [added] Asteroids take damage and can now be destroyed.


And as always any and all constructive feedback is highly welcomed Smiley


« Last Edit: April 05, 2018, 06:40:19 AM by Kornel » Logged

Kornel
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« Reply #47 on: March 17, 2018, 06:15:50 AM »


Update 026 - Asteroid explosions
  • [added] Asteroids now emit an explosion on death.
  • [added] Created a new explosion effect (prefab) for asteroids.

And as always any and all constructive feedback is highly welcomed Smiley


(sorry for the GIF artifacts)

« Last Edit: April 05, 2018, 06:39:34 AM by Kornel » Logged

Kornel
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« Reply #48 on: March 19, 2018, 12:48:43 AM »

I tied to post updates every day, Monday-Saturday, but I'm out sick, so no updates for at least few days, sorry Sad
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benhosac.art
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« Reply #49 on: March 23, 2018, 01:47:52 PM »

So much potential. I can't wait to see more!
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Ben Hosac
2D & 3D multi-disciplinary game artist looking for new opportunities!
portfolio | www.benhosac.art
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Kevycat
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« Reply #50 on: March 23, 2018, 05:05:42 PM »

I'm sure we all understand that you just can't develop sometimes. After all my computer isn't booting properly so I can't today either.
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Kornel
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« Reply #51 on: March 25, 2018, 12:16:54 AM »

Thanks guys Smiley

I'm starting to feel better so please expect something new in the coming days
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a_a
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« Reply #52 on: March 27, 2018, 07:37:58 AM »

Your project looks great! Looking forward to seeing this develop further.
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Kornel
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« Reply #53 on: March 27, 2018, 01:08:05 PM »

Your project looks great! Looking forward to seeing this develop further.

Thank you for the kind words Smiley
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filbs111
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« Reply #54 on: March 27, 2018, 06:47:24 PM »

Nice to see something in WebGL. This has potential.
Are you aiming for there to be a consistent "up" direction? Or are the spaceship's controls supposed to behave independently of global orientation? In the current demo, if you pitch 90 deg then try to turn, seems a little odd.
Note that F1 key, at least on Chrome, opens the browser's own help.
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Kornel
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« Reply #55 on: March 28, 2018, 06:39:57 AM »

Are you aiming for there to be a consistent "up" direction? Or are the spaceship's controls supposed to behave independently of global orientation? In the current demo, if you pitch 90 deg then try to turn, seems a little odd.

There is some issue with rotation additions - it will be fixed.

At least for the bigger ships there will be an "up". Smaller will have more free-form movement (although I'd like to add some way to "level" every ship, at least as an option").

Note that F1 key, at least on Chrome, opens the browser's own help.

Thanks for bringing it up. Will have to change the key. To bad most F-key are taken by the browsers Sad Any suggestions?
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Kornel
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« Reply #56 on: April 04, 2018, 06:48:26 AM »

I'm slowly getting in to the grove of things but while I was sick I had quite a lot of time to think and one the "subjects" was this game.

I wanted to make it more distinct (not just another space game) and give myself a bit more of vision to strive for. To that end I decided to combine it with another idea I was playing with for some time now but at the same time keep it very high level to remain flexible in the implementation and low-level design.


So here it is:
Quote
You have a direct control over a Mothership (very much like you have now). You can build and re-build how your ship looks and what statistics it has, you can add modules and do some simple RPG leveling.

But your main force is your fleet - a combination of different classes of ships / drones. You build the ships/drones from blueprints you create or find - you use parts (for the hull and basic statistics) and then add active & passive modules.

But you also can (and should) give them their brains - build their AI (like: always attack the biggest ship first, if you are below 20% HP retreat and repair, and so on). Once a ship/drone is build you have no direct control over it, but it will remain close to you and follow it's AI you've put in to it.

Thant's the most concise description of the current vision. Subject to change as I implement it Wink


To put it in other words: think Homeworld meets Diablo 2's Necromancer meets Gratuitous Space Battles meets Kerbal Space Program ship building (but no physics! so more like ship builder from Galactic Civilization).


I know it might sound like a very large game, but I will try my best to make it manageable. Plus, I do not intend to release it very soon - more like it was before - a long term project done half-an-hour at a time every day.


What do you think? Would that be something you'd be interested in playing? Or, perhaps, there is a big hole (that makes that game uninteresting or undoable) that I do not notice?
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helscar
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« Reply #57 on: April 04, 2018, 07:49:30 AM »

I'm following your project since day one and i found it really cool.
Really like the pikmin in space concept you are talking about. Will we have to manage our weapons as a support to our drones ?
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Kornel
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« Reply #58 on: April 04, 2018, 10:40:01 AM »

I'm following your project since day one and i found it really cool.

Thank you Smiley


Really like the pikmin in space concept you are talking about.

Never played it (never owned a Nintendo console). But from what I remember from some article, you had to manage them, right? Like give orders - similar to Overloard (which I guess was inspired by Pikmin)?


Will we have to manage our weapons as a support to our drones ?

The way my current thinking is (and that might change as a response to how things turn out once implemented): you can go more passive route and support your fleet, more active route and take active role in combat, or a mix of those.
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Kornel
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« Reply #59 on: April 05, 2018, 05:26:21 AM »

Yay! Finally a proper update Smiley

This is the first part of making UI stuff for object selection.

Update 027 - Mouse Over
  • [added] A label showing on selectable objects (for now, only Asteroids are selectable).




And as always any and all constructive feedback is highly welcomed Smiley

« Last Edit: April 05, 2018, 06:39:19 AM by Kornel » Logged

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