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: A massive amount of stuff done

medmapYeah, I know my titles are getting worse and worse 🙂

Good news first, I added proper solar systems, planets with colonies having different effects on the faction controlling them. Ships can jump short distances without using a warpgate. A new faction with its own ships has been implemented. I also fixed a bunch of issues, further improved the performances and did a ton of misc improvements.

The bad news is that mid September for the proper beta version is probably a bit optimistic. While the empire management / RTS part of the game is improving nicely, the exploration / single ship is still quite bland and incomplete. I may have to push back to October instead so I can incorporate more missions and the reputation system properly. As a result I may publish another alpha relatively soon so you can see what has been done so far by yourselves.

Anyway, let’s get to it !

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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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Devlog: Comms and Trading

Snap702Hey, weekly devlog thingy !

I will make this one short, not because there’s not a lot that has been done, but because the important bits can be explained rather quickly, for once (and absolutely not because I need to sleep). Anyway ! In the stuff that you can see, I started improving the communication channel thingy with the other ships and added a setup menu for your factories. In the stuff you can’t, I drastically improved stability and multi-threading.

As usual details and relevant screenshots in the article. Enjoy 🙂

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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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