Devlog : Shaders and other stuff

Hum, that was a busy week code wise, but I can’t say it really shows in-game, but I have done a lot of code changes I postponed for too long. I rewrote the way objects are stored and deleted from memory, which massively improved performances under some situations, but that is code spread around my whole source code and debugging isn’t finished yet. I also rewrote the rendering engine. It’s better and can use shading effects from your GPU. And as usual some bug fixes. So yeah, fairly technical post ahead.

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Devlog : Pirates !

Snap100Here again I am a bit late posting an update, it has been a busy week with the installation of the website and forum on the new server. But, I still had the time to get some work done, quite a lot actually.

The most important part being the numerous changes I made to the pirate faction, the addition of pirate bases and of a bounty system that I will explain in details further down in the article. Also, with the help of some debugging tools I managed to spot and fix a few bottlenecks in the code. And finally, as usual, there’s a list of not always intentional bug fixes and miscellaneous changes.

Enjoy ! 🙂 Read More …

Version 0.4.5 Released

Snap618This is the last update to the demo for quite a while as I am going back to the writing of the more complex features (as explained in the previous development logs). Anyway, this new version implements animations, new weapon behaviors (AoE, mines), quite a lot of graphical improvements and fixes several issues found in previous releases. The full changelog is available at the end of the article, but here are the main points:

  • Added animations (explosions, weapon hits,…)
  • New weapon behaviors (mines, area of effect, …)
  • New ‘pause’ and ‘comms’ menus
  • Several UI improvements
  • Improved graphics (nebulas, planets, stations)

The new version is available for download here.

For a more in depth look …

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Design : Factions, diplomacy and pirates

First of all, obligatory screenshot from the version I am working on 🙂

Snap606While I am waiting for the latest alpha (to be released between Sunday and Monday) to crash on me, I think it’s time for an update on how factions will work and interact in the game given it’s what I am going to focus on next. As usual with design documents not much is set in stones until the code is actually written, so comments and ideas are welcome.

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Devlog 02-04-14

Snap601First of all, thanks to the writers of Space Game Junkie for their mention of Unending Galaxy. The pre-alpha is also available on Indie DB and GameJolt now, when possible try to use those sites to download the game. I am not sure how regularly I will release updates. Doing so takes time, between the testing phase, the packaging, uploading the game to the various hosts, and updating the various websites it usually take me the best part of a day. What is sure is that you’ll get at least another small update soonish while I am still working on small compartmentalized changes. When I switch back to bigger changes and additions the pace will get much slower.

That said, I am pretty happy with the latest additions to UG.

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Version 0.4.2 Released

Missiles and LootI took the week to change, improve and fix the most glaring issues I found in the latest release. The full changelog is quite large but the most important changes are :

  • Missiles look like actual missiles and rotate
  • Sectors should look a little nicer
  • Nebulas
  • Destroyed ships can drop loot !
  • Many improvements to the user interface
  • Lots of small glitches to big crashes fixed

The new version is available for download here.

For a more in depth look …

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