[devlog] Misc Improvements

Snap1612Hi there !

Thank you for your kind words regarding my injuries, I am more or less back to coding. Still condemned to eat mostly liquid food for a while. As a result, I am making a list of all the different food stuff I am going to eat when I am done :).

Anyway, this week hasn’t been focused in anything in particular. I addressed the bugs that have been reported so far, improved things left and right in the user interface, changed a few rules, finished work on the camera system, implemented a few ideas from the community, and so on. Let’s call it a general maintenance week. It’s going to be slightly difficult to make a coherent post out of all that, but let’s try nonetheless.

Enjoy ! 🙂

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[devlog] Colony Management

Snap1599-2Hey there !

So, that happened …  gone for weeks. Well, after the planned (but rainy) vacations in July, I slowly got back to work. And when I was about to publish the following article, my power supply decided to die (literally just before hitting “publish”). Oh well, it was old and dusty, it was bound to happen sooner or later. So, I ordered another one online and got it a couple days later. The story should have ended there, but nope. Long story short, the day I received the new power supply, I got mugged, beaten and ended up at the hospital with multiple fractures and contusions. Fun ! The cherry on the top of an already very passable summer. I am just out of the hospital now, but I am still in bad shape. Hey, at least, the new power supply works fine.

But there’s a good news ! We’ve just been accepted on Steam ! Thanks a lot to everyone who voted for the game, you rock ! It’s going to take a few weeks to do all the paperwork and effectively putting the game in store. Given that I am in no condition to do it right now anyway, I will likely align that with the 1.1 release which has been delayed from September to late October due to all the horrors listed above.

Anyway, let’s get back to the game itself with one major new feature, colony management.

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[devlog] Free Camera (and vacations)

Snap1576Hey there !

So far 1.05 seems to hit the mark with no major bug report and no particular issue needing an urgent fix. It looks like I can take a few days off without worrying about critical bugs, which is great as I will be away until early August. I will still answer emails but anything game, website or paypal related (including donation processing) will have to wait until I am back. Oh also, many thanks to joeyeti on the forum for contributing to the wiki manual.

Let’s get back to the game 🙂

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[devlog] 1.0.5 Release Soon

Hi there !

Snap1570Let’s start with the general news. The Space Game Junkie website is doing what looks like quite a complete let’s play of Unending Galaxy in five parts. I haven’t watched it yet, but you can find it on YouTube. Of course, here’s the usual reminder that Unending Galaxy is on Steam Greenlight, don’t forget to vote, that will help immensely.

The next release (1.0.5) is nearly ready and should be released in a few days. Like the previous builds, it won’t feature anything revolutionary but it will fix many small issues and include a few of your suggestions while still keeping savegame compatible with previous 1.0.x versions. So, let’s get to what has been done so far.

Enjoy 🙂

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[devlog] 1.0 Release Inbound

rtitle06Hey !

This is likely the last big devlog before the 1.0 release, which is planned for around June the 15th. Hey, I am only 3-4 months late on what was supposed to be a one year project, that’s not bad. While we are checking the general news, you can now buy Unending Galaxy at the Indie Game Stand (they accept Bitcoins and Amazon virtual currencies, alongside the usual CC and paypal). Also, the SpaceGameJunkie website published a very long let’s play of the beta 5. There’s a couple of mistakes in the video that I corrected in the comments, but all things considered it was good feedback and I will improve a few things in the UI according to it. I still have to make a decent trailer on my side.

Anyway, back to the game itself ! This is full crunch time, and I barely do anything but code and drink energy drinks (I should have asked for a sponsorship to Monster), it’s a good thing that what’s left isn’t that complicated code wise. This is still a tricky devlog to write as one of the major addition is also a pretty big spoiler, so we’ll get to that part last.

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[devlog] Procedural Map Generation

rtitle02Hey !

This devlog is a bit late, last time I promised that this update would be about the procedural map and that’s kinda why. I, as usual, got sidetracked into other things which delayed this post by a few days.

Anyway, there’s a lot to look at beside the procedural map generation, which is still in its infancy (but don’t worry I’ll talk about it too). I added the ability to choose the equipment for ships built at player shipyards, made multiple changes to the game’s pacing, added several tools and functions to the game editors, and finally I did most of the optimization pass with very good results.

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[devlog] Trading, gameplay and modding

rtitle03Hi !

It’s taking me more time to find an proper title than to write the article itself, as we are nearing 1.0, the updates are becoming less and less thematic. 🙂

Many of the changes this week are trade related with the new colony imports and exports, and the new dock scanner allowing you to know what you can trade at any revealed dock, no matter the distance. Modding has also been improved, with the addition of a mod manager, damage resistances for shields, dodge chances for ships. And of course there’s plenty of improvement both to the UI and gameplay.

(also I want to publicly thank the person who sent 60$ for the deluxe edition a few weeks ago, you made my day !)

Let’s get to it 🙂

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