Devlog: Tech Groups and User Interface

Snap783Weekly devlog, also a bit of design.

I am fixing the few issues specific to the 0.7 release, improving the GUI and adding more options to define the maps. More importantly I am slowly implementing Tech Groups. Normally, ship and dock designs are mostly locked to specific faction, with the exception of ISA ships which are available to all races which elect to use them. Instead I am going assign them to tech groups. Each AI faction will, of course, have its tech group, so no change here. However, the player will be allowed to choose its own group at the beginning of the game. So if he wants to use Drath or Sirak designs, he can. This new feature will also allow the player to buy designs from other factions later on. Read More …

Devlog: Fuck Cancer

Snap748This devlog will be shorter than usual and it’s likely that the next ones will be too. I don’t exactly feel comfortable talking about personal stuff here, but it has a direct impact on this project so I guess it’s fair to be frank about it: My mother has been admitted to the hospital last week, and has been diagnosed with a breast cancer that has already spread to the spine. I spent most of my time at said hospital, and I am going to do the same next weeks and most probably months too at another hospital where she will be treated as best as it’s possible. So, yeah.. It’s not exactly the best summer I can think of. I still code a bit at night because it’s basically the only other thing I can still somewhat focus on lately. But I am very far from my former 8 or so hours a day, and I am not exactly in the right mindset to write lengthy articles..

So I am not sure when the beta version will be ready, but I will still piece together the current in-house alpha and release it, probably during this week if I manage to find some time to do so.

Anyway, sorry for this rather grim introduction and let’s get to the recent improvements.

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Devlog: Swarm, shipyards, and diplomacy

Snap729Hi there, it’s time for our usual devlog !

Despite what has been a really bad week IRL, I still managed to make quite a lot of progress on Unending Galaxy. A bit unfocussed, but progress nonetheless. I am more or less done with the diplomatic portion of the game that I explained in the previous post.  I also implement the new Swarm baddies featured in the screenshot. More importantly I added a proper shipyard component and menu with the ability to queue ships to build and so on. There’s also a bunch of misc optimizations, rebalancing, and fixes.

As usual, those changes will be detailed in the article.

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State of the Development

Snap693I think it’s a good time to summarize what has been done and what’s left to do regarding Unending Galaxy. This is going to be a long post, but hopefully more interesting than usual, that will go through all aspects of the game. Note that this is about the current in-house build and not the 0.5.5 demo. If it’s your first time on the website, you may want to check the product page first to know what I am talking about.

Feel free to comment and post ideas before we are out of the stage at which I still may consider new features and major changes. You don’t need to register to do so, I know most people don’t like Disqus but that was either that or wasting my time erasing loads of spam every day.

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Devlog: Missions (and lot of other stuff) !

Snap688Hey, It’s time for our weekly development update and it’s a big one !

Changes to the user interface went faster than expected, so I found some time to implement the mission system that would have been delayed until next week otherwise. I also implemented a basic support for music (announcement coming up, by the way), added a few new art assets while improving existing one, and made several improvements both in terms of performances and gameplay.

As usual, the following post explains all this in a more detailed manner. Also, expect a “design / state of the development” kind of post soon to summarize how far we are and what’s left to do.

Enjoy ! 🙂
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Devlog: User Interface, Building, and random stuff

Snap678I am currently overhauling the user interface so you can access all the ship commands that were until now only accessible to the AI factions while improving the general ease of use. It’s still a bit clunky, but we are slowly getting there. There’s many changes including a darker theme for better visibility, various popup menus, a few new windows / improvements to existing ones.

Apart from the user interface, I also made several changes and improvements to the game engine, and ship behaviors. It’s quite hard to fit all of them into categories like usual as it was a fairly unfocussed coding week (GUI aside, of course). I will try to detail the important bits in the full post.

Also don’t forget to check out our new gameplay video

Enjoy  🙂

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Devlog: Ship menu, friendly fire and coding

This one is going to be shorter than usual. I had to re-install Windows completely and, of course, everything that goes with it (drivers, updates, settings, most programs, my dev environment…), and it took quite a bit of time. But don’t worry, no data was lost and I still managed to make some important changes and additions.

I rewrote the Ship Info menu, which will allow you to setup and give order to your ships more easily. I also implemented different friendly fire settings so you can attack enemy assets without worrying about hitting neutrals. As usual, I will explain these changes (amongst more technical ones) into more details in the full article.

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