Dev Log: Weekly update

Discussion in 'Developers Blog' started by Chris, Oct 18, 2014.

  1. Chris

    Chris Well-Known Member Staff Member

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    mooCow
    As promised, here's a list of the changes from this past week. This week I spent a lot of time reworking the tilemap chunk loader. Previously it worked but there were a few problems with random chunks disappearing, with the changes I've made it fixed the majority of issues an is now nearly complete. I really want to get space mining up and running and so now that we're in a better position to start working on that, it will be one of my goals.

    Quick summary list of some of the changes:
    • Several days rewriting chunk loader to make it more efficient when loading land chunks on planets.
    • Fixed UIGrid center alignment null error when no grid objects added.
    • Added EnergyBar UI that now goes up/down based on player ship energy available.
    • Made Character Info and Item Forge available in space game play.
    • Fixed drag and drop items disappearing and not being able to be moved around when created due to wrong layer placement.
    • Added Hotbar in space that dynamically generates item slots based on ship configruation and ship picked.
    • Hotbar updates with weapons placed in ship config manager.
    • Added outline function to enable/disable weapons from hotbar.
    • Added hotbar UI light green/red to show if weapon is active or inactive.
    • Added functionality to actually change color from red/green and back.
    • Linked hotbar active light to ship config so that UI boxes for mounted items will also show active/inactive in ship config UI menu.
    • Added function to remove hotbar items when item is removed from ship config manager.
    • Disabled hotbar items from being dragged/manipulated to prevent duping items (hotbar items are clone of ship config drag/drop item).
    • Added function to prevent items from being overlapped and double dropped into same UI slots in inventory.
    • Added SDShipWeaponTurret RotateTurretToTarget to rotate the turret towards active target.
    • Updated Inventory UI square, created semi-transparent texture and set to nearest neighbour pixelation rather than bilinear.
    • Moved chunk loader to coroutines when loading tile chunks during player movement.
    • Updated editor script to set zfixed for all tilechunks.
    • Created basic tile importer for players to import tiles.
    • Created smooth lerping function for moving vectors during animation sequences at an even smoother rate.
    • Created Saturn V stages and added thrusters.
    • Added launch sequence for Saturn V to scene sequence manager for player driven events.
    • Added two new medium and large ships created by Jose.
    • Created several weapons, including missile launchers, laser canons, and magnetic particle accelerators.
     
    #1
    Last edited: Oct 18, 2014
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  2. OFF

    OFF

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    mooCowmooCowmooCowmooCowmooCowmooCowmooCow
    I know it's the wrong section to post in, but what about actual space pirates. Alien-like, maybe something like they have in Metroid Prime? Random events like these would stir up the game by a lot and would make it more of a challenge to cross space :p

    Apart from that I am truly amazed by your art-work and the way this game is being developed, it's looking really good and professional even though it's not even finished yet! Keep up the great work.
     
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  3. Chris

    Chris Well-Known Member Staff Member

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    mooCow
    There will be regions which are more protected and then more hostile regions, what you find in the lesser-safe regions of space I guess we'll find out if you live to tell the tale. ;)

    Thanks!
     
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  4. steven adames

    steven adames New Member

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  5. Andy

    Andy Well-Known Member

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    mooCowmooCowmooCowmooCowmooCow
    Looks so good!
     
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