I added a hunting mechanism to the game. When a game starts, a few locations will be selected to spawn small space creatures living in asteroid fields. When killed, they will drop a loot, used by some factories to produce wares that can be traded or used. Right now the creatures are harmless, and it’s only to produce some space rations. But the interesting part is that, in the game, everything that can be built or used is a trade item. So more dangerous creatures (like The Swarm) could very well be used to drop something necessary to the making of specific weapons, shields, or even ships. […]
First of all, good news ! The beta version should be released in roughly 2 weeks from now. Needless to say, it will be quite a major improvement over the current alpha with much more things to do, an better user interface, and lots of improvements across the board.
This week, the integration of solar systems in the game’s engine is roughly finished leading to nice names for our sectors and more importantly a police force that won’t be fooled by your ship going in and out of their home-sector. I also improved many parts of the user interface (log, communications and world map mostly), and reviewed the ship setup menu so you give roles to the ships you buy in a less confusing manner. There’s also many minor improvements and fixes.
Anyway, this week focused on adding some gameplay features with new lucrative jobs for both the player and the NPC ships thanks to the introduction of passengers. I also greatly improved the sector map usefulness, added a screen with the statistics of the the various factions over time, added new AI for ships, and many other improvements that will be detailed in this article.
First of all, sorry for the weird rotating bullets in the previous release, it’s caused by the rotating warpgates code added a bit in a hurry. I am not going to publish a fix just for that graphical glitch even if it’s fixed by now, making a new release takes roughly a full day and given the current circumstances (which aren’t going any better), I’d rather spend my free time coding toward the next version which will be labelled as Beta 1. Yes, the official beta version is on it’s way, and that’s what we’re going to discuss here.
I am writing the diplomatic part of UG right now, which is a nice change from the last week spent pinpointing the crash on more or less random machines. So, instead of talking about bugs, let’s talk about diplomacy in games and more particularly in Unending Galaxy.
As with all design documents I post, not everything I am writing about here is finalized. Some of it may be changed, improved or even scrapped altogether.
This week some progress has been made regarding the user interface as I went around and redesigned most of the “lists” you can see in the various windows. And while at it, I also implemented a fleet manager (still a work in progress) and the fullscreen option. Not all changes were cosmetic, though. I also made some good progress regarding the diplomatic system and how wars are handled by the game.
As usual the full article will explain things into more details.
This week I followed up on the large task of putting a decent AI into individual ships, I also added the popup info panel discussed last week to the galactic map, and more importantly the economy is now using a dynamic pricing system. I also fixed, amongst other things, a critical bug on some Windows XP / DirectX 9 configurations that was causing the game to render in software mode. As usual, I’ll explain things into more details in the article below.
In other news, we now have a dedicated artist ! This planet has been drawn by him. He will also complete and improve our current set of portraits, logos, ships and star systems.
Unending Galaxy has also a facebook page, so if you want to follow the game from there, it’s now possible.