Check out the progress on the new ship builder in 0.9.0a!
Build your ship, hire crew, and voyage across the stars... only there's no fancy warp drives, wormholes, or faster than light travel!
In SubLight, you're tasked with managing your ship on the generations long trip between each star system, keeping them happy, healthy, and under control! Explore a procedurally generated universe, in a charming retro style. We're currently in the early Alpha stages, so any feedback or funding is greatly appreciated! By buying the game from our store, you're guaranteed any future updates, as well as a Desura key once it's released there.
A big part of SubLight will be constructing your generation ship, and as such, it's time I began work on the building system. Building your ship should be a difficult and harrowing task, requiring your population to piece together modules from their constituent resources. I'd love to add little astronaut sprites zipping around, welding and grinding away at parts, but before even that, I needed to create the effects for "assembling" the part. Below is an animation of the shader I'm working on,
I think it's a promising start! It was really fun to make, and it'll be super easy to customize. In the part editor, a modder simply specifies the scaffolding texture, and everything else is figured out by the game and shaders. Using ShaderForge to create the effect was great, and far superior to writing the shader by hand. In the Unity editor, the shader looks like this,
I decided that a Kerbal Space Program like "snap 'n drag" system would be the most user friendly way to spawn modules. After looking at various games, and how they handle construction, I decided on a compact menu for spawning and displaying parts,
Since resource consumption isn't in the game yet, I've been working on the freebuild mode, which allows the user to spawn modules instantly. An example of part spawning, snapping, and rotation can be found below,
Along the way, I improved a few other aspects of SubLight. For toggling freebuild, and interacting with the game during development, I added a command system to the developer console. This makes debugging way easier, since I don't need to create a whole UI element just to test something. You can see some commands and their output here,
To make the parts more interesting, I added the ability to apply textures in the editor, shown below,
I also got around to making the graphic options actually do something! You can now fullscreen or window, and set the resolution, from inside the game. So far, the graphics menu looks like this,
The best part about this is that I can finally do away with the generic Unity menu at the beginning of the game, which is a bit of an eyesore.
Anyways, thanks for checking out SubLight, feel free to track this game for future updates!
Latest tweets from @spacew00t
Sep 10 2014, 11:47pm
Sep 9 2014, 11:59am
RT @benjedwards: Seiko UC-2000 (1984) followed-up the Data 2000; could show memos on its own or work as a full computer when docked. http:/…
Sep 9 2014, 11:59am
@OogalaBoogala are you designing circuit boards? I'm working as a game dev at a company called AppetizerMobile in midtown Manhattan.
Sep 8 2014, 11:36am
@OogalaBoogala Sure, though I'd probably play at home (working in the city these days!)
Sep 8 2014, 11:33am
New Internet at the office: T.co
Sep 8 2014, 9:57am
I do what I can… T.co
Sep 1 2014, 10:24pm
The generation of random numbers is too important to be left to chance.
Sep 1 2014, 8:44pm
@KyletheWildman what the hell, is this some sort of self replicating tweetdeck exploit?
Jun 11 2014, 12:48pm