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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Devlog: User Interface and Faction AI

Snap665Hey, here’s another weekly devlog !

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.
Enjoy 🙂

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Devlog: Dynamic Economy, Map and AI

g01Hey there, here’s the weekly devlog !

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.

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Devlog : Bounty Hunters, Map, Economics

galmapnewHey ! Here is a new Unending Galaxy devlog.

Before talking about the game itself, I made some changes to the website. The comment system is now using Disqus, you can post anonymously or login with your Google+, Facebook, Twitter or Disqus account. More importantly I added a F.A.Q. for the game to help clearing a few questions you may have.

Regarding the game itself, this week on the AI front the Asteroid Miner AI was improved, a basic Bounty Hunter AI was implemented and I am in the process of putting actual pilots into ships. In other news, I improved the Galactic Map and economy. As usual, the full article will explain those changes in details.

Enjoy !

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Devlog : Galactic Map & Miners

Snap662As said on our twitter feed, I fixed a bug that was causing a kind of global crash / meltdown of the game, usually happening after a few hours, but sometimes very quickly. And of course, it was trivially easy to fix. I am torn on publishing a hotfix just for that, especially now that many other features have been partly implemented and are still mostly untested. We’ll see in a week or two when the dust settles.

Speaking of features, the main additions are the new integrated galactic map, as shown on the screenshot, the addition of civilian mining ships and a new way to handle weapons. I will go into more details about those in this article.

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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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