Hello, everyone!
Take a look at the video about drawing of different gas giants, rock planets and planetary nebulae.
All sprites in the game are 2D and hand-made. We put our hearts in each pixel.
Also, check the latest devlog (17/03/2015 Checkpoint) to know all performed works during this week. Follow us to watch, how the game is evolving right before your eyes!
Planets and nebulas - Indie DB
* Sol-Ark near a gas giant with shields on its perimeter
* battle in local space with enemy ship. At the moment we use sole template for both ships (this gives us speed-up in testing)
* new planets consist of 5 layer and have their own animation of rotation (consider, this is absolutely 2D image)
* during this week we've been made 18 types of gas giants and 13 types of rock planets (and work continues)
* separated location (you can connect it after battle)
* drones can be really useful
List of performed works:
- These bugs are fixed:
- With the “freezing” of technical objects on space tiles;
- With incorrect visualization of the assembly process for walls made of different materials;
- With multi reflections of laser beams on the local space map level;
- With incorrect checking of intersecting a dusty veil by laser;
- With an incorrect counting of resource consumption during selection of the “to build” task;
- With incorrect assignment of parameter “enemy” for NPC while loading a template of an enemy ship;
- With incorrect position for an enemy ship bypassing the Sol-Ark;
- With coordinate displacement of sprites for planets on the star system map level;
- With incorrect calculation of coordinates for “welding sparks” effect when the speed of task performance is too low;
- With performing the action “positon interchange” between NPCs while performing a random movement;
- With extra calculations while adding and deleting effects on the micromanagement map level;
- With separated location’s mass influence on the speed of its rotation;
- With coordinate displacement for stars during warp travel;
- With the game freezing while gathering resources or canceling assembly when there are not any free containers for those resources;
- With incorrect gamma change while backlighting quest objects;
- With selection of damaged map tile for autorepair by exoskeleton after that tile has shifted into separated location;
- Other bugs;
- Visualization of planets on the local space map level is performed by GPU now;
- Ability to join the squad was added for NPCs which are not soldiers; work continues on their operating logic;
- Work continues on optimizing the algorithm for location creation;
- Sun’s animation was completely modified, and the algorithm for its drawing was changed;
- Movement trajectory of the space maser was modified;
- New sprites were added for shell types “thermal decoy” and “bullet” on the micromanagement map level;
- Test objects for stars in warp space were added, a trajectory for their movement was set;
- Backlight effect for quest objects was added;
- New types of triggers for performing quests were added;
- New technics type was added - “anabiosis chamber”;
- Scheme of resource gathering and consumption was fully modified, work continues on its implementation in all of the game’s aspects;
- Ability to give an order “destroy any NPC” was added;
- Operating algorithm was corrected for the power transmitter while its status is “short circuit”;
- Effect for “warp exit” on the local space map was added;
- Effect “lens”, which flexes the space background, was added;
- Effect for flexing sprites, which are visualized by the GPU, was added;
- A new class of objects, which are used for visualizing script effects connected with global events and quests, was added;
- 18 gas giants and 13 rock planets were drawn in HD quality, by hand, layer by layer, including their completed rotation animations;
- The Sun was drawn in an HD size for all its layers, including its animation of rotation, burning and lighting;
- A few new music tracks were created;
- Work continues on creating the first official teaser video for the project;
- Work continues on the storyline content for the technical demo-version of the game; specific aspects and innovations required for the demo release are being tested and discussed;