[Design] Unending Galaxy 1.3 Roadmap

Hi there!

With 1.2 being quite stable now (low/high surrogate bug aside, I will get back to that point further down), it’s time to talk about the next major update. But before going into it and given that I am now talking to hundreds of people instead of a few dozens, it’s time to explain a few things again:

Unending Galaxy version numbers are more akin to software than to games. The game will keep getting updates for as long as it’s possible for me to afford it. The main goal of future game projects is to keep funding UG. All updates will be free, however I don’t discard the option to release mods and maps as optional DLC.

Our next major update, aka 1.3, will be taking care of the military side of the game. The main goal is to make the different factions and ships more unique, make the military and diplomatic bits more interesting, while adding new features and missions to spice up the game when not playing as a faction.

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[devlog] Combat Settings and Drones

asterianexplorerHey !

This devlog will mostly focus on a few features that are only partially implemented as it is. I usually try to focus on things that are already ready (or nearly), but I am not sure that telling you about the font switching in a few hundreds of user-interface elements would be very enjoyable for any of us. I will only say one thing on that matter, when making a menu heavy game, settle for a font before designing your menus, especially if it’s differently sized than the previous one.

Anyway, let’s get to what I have in store πŸ™‚ Read More …

[devlog] New factions, weapons, and other content

Hi there !

Lots of content being added with two new factions and multiple docks, ships and weaponry. One of those factions likely to be tied to the event system. I also redesigned the main UI a bit. I made damage types more interesting and added an editor for it.

It’s also a good time to tell that if you found a bug in the latest beta (4.1), be a dear and report it, I may not know about it.

Enjoy πŸ™‚ Read More …

Devlog: Combat, UI Improvements and bugfixes !

Fighter Wing

Snap1474First of all, a big thank you to the fine folks at the Bay12 (Dwarf Fortress) forums ! Your help has been invaluable. If you want a pick at the Unending Galaxy’s topic it’s here.

Anyway, as we are slowly but surely closing in on the final release, I have been reviewing each feature one by one in order to make it whole. There’s still a lot of ground to cover but we’re getting there. I also improved how ships act in battle in quite a major way. Next beta should be available in roughly 2 weeks, barring any IRL issues.

Let’s get down to it, shall we ?

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Devlog: Territorial expansion

Snap1418Hey there,

Sorry for the delay. As this week has been mostly about testing and balancing, it’s going to be a fairly unusual devlog format (I also apologize in advance for the mostly unrelated screenshots alongside the article). The seemingly small change of assigning sector ownership to whoever hold the most factories in the area, or to the first one to drop a military base, had extremely large repercussions in many, many parts of the game. As there’s really no accurate way to “speed up” the game to test said feature, I basically had to let the game run itself days and nights while occasionally monitoring and tuning the effects. Let’s see what happened.

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Devlog: Piracy, Weaponry and Hives

Snap1323Hi there !

This is going to be the last devlog of this year. It’s unlikely I will code enough to warrant a new post between Christmas and the New Year’s Eve. It has been a very rough year for me and my family and I couldn’t put as much time in Unending Galaxy as I wanted to. Still, I am still pretty happy with how things are going.

Barring any unexpected massive issue, Beta 2 should be available shortly after the next devlog in early January.

Anyway, let’s get to what has been done this week πŸ™‚

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Devlog: The Devil is in the Details

Snap18Devlog time !

When programmers say that the last 10% of a task tend to take 90% of the time, they are not kidding. One big exception aside, this week’s changes are mostly details, some big, some small, but all needed in a way or another.

I divided my free time between improving the user interface, adding the ability to customize your faction (as quickly explained last week), fixing a few limitations of the rendering system and further balancing the in-game weapons.

On a side note, I also fought against a massive spam bot invasion on most parts of the website. It’s under control now, but it is fairly unusual to see such stubbornness from a single spammer (as far as I can tell) against a fairly low traffic website like mine.

As usual, the full article will explain those improvements into details. Enjoy !

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