Flying through an asteroid field. This is where bandit hideouts will spawn and in return spawn bandit squads, which is what I will now work on. Transporters are already happily trading away between spacestations and carrying valueable stuff to steal.
Dropping stuff is not yet implemented though, so sadly no stealing - yet.
Currently working on GUI system and stuff. The background render still doesnt look the way I want it to, but I will get that right eventually - I Hope.
Also, I have been kinda trying to work on some kind of economy simulation for this. Not to fancy, but I want to give the player the feeling that the world lives and that whatever he does actually has an influence.
The intended system would work like so:
Each spacestation generates money depending on population and wealth for the AI to use. Also companies which work at these spacestations produce products such as weaponsystems, hulls, “cargo” (which is just a consumable representing stuff like food/clothing/whatever the population needs). This stuff is then bought either buy the population (and kinda disappears), by the AI to build new ships (like patrol ships and stuff) and trading companies which send convoys to other space stations to trade.
Also there is a simple supply and demand system to influence the prices.
So, if the player decides to rob a convoy he doesnt just gain some loot and hatred by the company he robbed, but he also disrupts the trade. Missing weapon systems lead to the AI producing less ships and having a weaker presence.
Missing cargo makes the population poor which in return has its various consequences.
Some of this is implemented, some of this needs to be implemented, some of this will need to be thrown away. But thats anyway the current system I am aiming for.
Today I spent hours on something I thought - or hoped - to be trivial: Outlining of friendly and enemy units.
I tried quite a few approaches, in the end I ended up rendering the model twice. Once normally and a second time with the vertices extruded along the normals AND - and thats the catch - Front face culling enabled. It kinda got me the desired effect without doing super-expensive post processing operations like edge detections and stuff.
After 823 months of nothing, I finally remembered that I had this blog. And I also remembered my resolution to write at least a bit about what I am doing, so lets start doing just that.
Due to university, my time devoted to gamedeving was rather not-exceptional. I reworked my game library from the ground up to support 3D stuff. If you are interested you can grab it here under TyrLib2. Sadly the demo for this is currently broken due to the optimization and interface refactoring efforts of the last few weeks.
So anyways, I have been working on a library, who cares if nothing comes out of it? So, to introduce my current android project:
Well, there isnt much to see yet, but I guess the general theme should be clear. It will be a sandbox space game. I am honestly not yet clear about the entire game design yet, as I am rather concerned with the performance as of now.
As far as I’m concerned, I would be spamming particle systems left and right because I think they look cool. Well, at least the explosion effects and the trail effects do. But currently they are still a bit too expensive. I think I will need to transfer more work from the CPU to the GPU.
Yay! Finally published the beta version of Block Defense.
The main menu is still ugly as hell and the game still has balancing issues and a few bugs. So I would like to ask anybody interested to help improve the game! Send me a mail, comment here, whatever, if you have any suggestions/bug reports/ideas, feel free to say it!
Oh finally an update! I intended to get to this point a lot sooner, but as destiny wills, it should not have been. First the university exams stood in my way and then one day I woke up with a spontaneous “testicle torsion”.
What sounds rather harmless had led to the operation of my balls and the removal of one of my testicles about 24 hours later. Ouch. I didnt really want to talk about this kind of stuff on this blog here, but that event was simply so random and yet distracting me from work so much, I just had to address it here.
Now lets skip to the important stuff. I have finally finished the beta version of Block Defense. Currently featuring 3 base towers which can be combined by overlapping them to create a total of 6 new towers (3 simple improvements and 3 completely new towers).
Check out the current gameplay in the linked youtubevid. I will also release the beta version tomorrowish. I still need to perform a few balancing measures before I can upload it to the google market.
I finally managed to get my ass up and put the small library I assembled in the process of creating my games.
The problem? Its not exactly _made_ for other people, therefore the documentation is rather lacking, or rather: nonexistant. Though I hope I can fix this one day.
License is MIT, so you can basically do want you want with it. There are probably a lot better android libraries floating around, though, since the TyrLib was mainly created for educational purpose for me.