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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 Devlog CheckPoint 23/01/2015

Hello everyone! Take a look at new video about possibilities of customization and expansion for your ship in the game. Also you can check the newest screens and full description of our work for the last week.

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Hello everyone! Take a look at new video about possibilities of customization and expansion for your ship in the game. Also you can check the newest screens and full description of our work for the last week.


Screens 23_01_2015
Screens 23_01_2015
Screens 23_01_2015
Screens 23_01_2015
Screens 23_01_2015
  • These bugs were fixed:
    • With fatal errors while switching off the lightning effects;
    • With the creation of empty locations;
    • With deformed wall visualizations in the construction menu;
    • With selecting inaccessible technics by an exoskeleton for repair;
    • With the dynamic menu remaining after deleting selected objects;
    • With being unable to shift from the crew menu to the dynamic menu for NPCs;
    • With saving the incorrect content of containers, technics and NPC inventory into the template;
    • With incorrect damage distribution for explosions, space maser and penetrating shells;
    • With lightning radius from primary light and energy sources after zooming on the location;
    • With the freezing of an exoskeleton (which has been performing a task connected with a certain type of technics) after its target object has been destroyed;
    • Other bugs;
  • Algorithm for ship movement to a moving target location was improved;
  • Optimization for the mechanics of object “laser beam” were performed, as well as optimization for calculating part of a location being separated from its whole;
  • Algorithm for changing the tracklist was completed and now changes if there is a battle in progress;
  • Visualization of background space was added for the star system map;
  • Tremble effect was added for running engines;
  • Task for moving technics was added into dynamic menu for those technics;
  • In the crew menu there is now an indicator for what object is being handled by a NPC;
  • Shadow rotation on planets depends on positions of the planet relative to the star;
  • In the main menu there is an ability to start a new game again;
  • Creatures “cockroaches” were added for location type “space station”;
  • For objects type “torpedo” initial algorithm for homing was added;
  • A correlation was added for the output effectiveness of solar batteries relative to their distance from the star;
  • Algorithm for “jumpstart” was added for nearby locations relative to explosion coordinates, allowing explosion physics to affect them (acceleration, rotation, direction);
  • Algorithm for the trajectory of maser damage was modified;
  • Algorithm of work for power reactor was modified, ability of its overheating with further explosion was added;
  • Gas collector now automatically pumps the fuel into nearby barrels;
  • Visualization of the ship’s laser was corrected on the micromanagement map level;
  • In the technics menu a “lighting” section was added;
  • Initial algorithm for task/quest performance was created;
  • Work continues on upgrading different types of in-game menus;
  • New music tracks were created;
  • New sprites were made for exoskeletons, NPCs in space-suits and without them, and space-suits for the inventory menu;New quests and tutorials were created; older ones were modified;

Take a look at our official website and blog with devlogs

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