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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Unending Galaxy 0.5.5 Released !

scrsaturday1At long last, here is the new version of Unending Galaxy. This is, by far, the biggest and largest update to date with tons of improvements, features and bug fixes. While it’s still an early alpha, it’s a good starting point for people who want to get a quick overview of the game.

As usual, the full article will explain changes into details, but here’s the most important bits:

  • Fullscreen support that should handle any resolution
  • Dynamic economy with prices varying according to supply and demand
  • Shiny new galactic map you can give orders from
  • Mining ships, bounty hunters and pirate raiders
  • Improved faction AI, diplomacy and war handling
  • Much nicer user interface

Download the demoUpdated DocumentationFull Changelog

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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 : 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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Unending Galaxy 0.5.0 Released !

Zoomed In (shaders on)This a very large update to the last version with many new features, gameplay improvements, bug fixes and changes. Of course it’s still a work-in-progress. The full article will explain things in details, but here are the main points:

  • Warpgates for fast travel between star systems
  • Bounty system, hunt ships for money
  • New improved shipyard menu allowing ship customization
  • Pirate bases and new behaviors for the pirates
  • Player empire and diplomacy

Download the demo hereUpdated documentation here

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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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