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«Sol-Ark» - is an indie-project focusing on 2D space faring real-time strategy (RTS) with some Rogue-like and Sand-Box elements. It’s an old-school hand-made flash project

Post news Report RSS Sol-Ark (2D Space RTS/SandBox/Rogue-like) New devlog - 22/04/2015 CheckPoint

Hello, friends! We are updating Sol-Ark's page with a new devlog (22/04/2015 CheckPoint) and a new screenshots compilation. All graphics and gameplay features are a work in progress. Look, how Sol-Ark evolves right before your eyes!

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Hello, friends!
We are updating Sol-Ark's page with a new devlog (22/04/2015 CheckPoint) and a new screenshots compilation.
All graphics and gameplay features are a work in progress.
Look, how Sol-Ark evolves right before your eyes!


Screenshots and gifs 21/04/2015
* Collision with debris

Screenshots and gifs 21/04/2015
* battle and collision between two ships

Screenshots and gifs 21/04/2015
* Small enemy ship

Screenshots and gifs 21/04/2015
* the warp funnel on background

Screenshots and gifs 21/04/2015
* shunting engine

Screenshots and gifs 21/04/2015
* asteroid and ship after collision

Screenshots compilation:


Screenshots compilation 22/04/2015 - Indie DB

List of performed work:

  • These bugs have be fixed:

    • With incorrect visualization for a location’s walls and an asteroid’s walls after connecting with them under an angle differing from zero degrees;
    • With sprite visualization for the main V.I. module;
    • With incorrect setting of resource amounts which are looted from damaged tiles of an asteroid;
    • With old sprites clearing from the connection window;
    • With incorrect selection of collision angles for locations;
    • With incorrect visualization of circles with linear textures;
    • With deleting circle sprites, which are visualized by the GPU;
    • With instant disappearance of the warp funnel on the local space map level;
    • With music tracklist changes when a new game is starting or a space battle is ending;
    • With “Enemy wave” timer clearing at the beginning of new game;
    • With creating fixed points on the star system map level, which are graphically visualized, at the beginning of a new game
    • With impossibility to disconnect from a location when the connecting bridge is detached;
    • With creating two of the same location types “derelict station” near one planet;
    • With the ship connecting to a location when there is too big a difference in their speeds;
    • Other bugs;
  • Object “warp funnel” was added on the star system map level, its visualization was added for the local space map level;
  • Parameter “elasticity of collision”, which influences on location’s change in speed after collision, was input into the algorithm for location collisions;
  • Ability to keep track of the destination point of a NPC on the micromanagement map level was added;
  • Random event “fire” was added;
  • Event “Enemy wave” was added, where an enemy ship attacks the Sol-Ark after a countdown, and the number of ships increase with each new wave;
  • Trigger timer for the event “Enemy wave” was added, creating a wave counter and indicator for time before the next wave arrives;
  • Color indicators for objects was added on the minimap of the local space map level;
  • From now on, rotation inertia is suppressed when main engines operate;
  • Algorithm of damage distribution during collisions was corrected;
  • Connecting window was corrected;
  • Parameters for warp visualization were corrected;
  • Parameters for a planet’s visualization on the local space map level were corrected;
  • Menus were modified for squad editing, construction selection, and GUI for the micromanagement map level;
  • Work continues on the first official teaser video for the game;
  • New music tracks were created; work continues on voice, sound and music coverage for the teaser video;
  • Works continues on polishing balance, fixing small errors and creating content for the first demo-version of the game to be released to a broad audience; Work continues on filling and polishing the GDD;
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