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Post news RSS Sol-Ark (2D Space RTS/SandBox/Rogue-like) New devlog (07/04/2015) and video

Hello, friends! We are updating the thread by new devlog and new video about speed-painting in concept-art (that's how we make decisions about graphic style). Look, how Sol-Ark evolves right before your eyes!

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Hello, friends!

We are updating the thread by new devlog (07/04/2015 checkpoint) and new video about speed-painting in concept-art (that's how we make decisions about graphic style).
Look, how Sol-Ark evolves right before your eyes!

List of performed work

  • These bugs are fixed:
    • Oxygen leakage through a blocked door;
    • Incorrect placement of sprites for rock planets;
    • With collision calculations for locations which are far away from each other;
    • With incorrect damage for the nearest tiles;
    • With incorrect visualization for carried objects in the manipulators of an exoskeleton;
    • Incorrect order of calculations for available resources;
    • With incorrect change in the lens effect at different zoom;
    • Loading container type “box” with a water resource;
    • With hot keys operating after closing a message window;
    • With it being impossible to build a gas collector on the floor;
    • Repair of wall tiles when there is a “door” technic object nearby;
    • With incorrect tile disassembly by NPCs with a manual 3D-printer;
    • With tile selection for autorepair when there are not enough required materials;
    • Incorrect calculation of required resources for manual task “to repair”;
    • Other bugs;
  • New object for container type “water tank” was added;
  • Algorithm for resource collection was corrected for different types of containers;
  • New tecnics object was added - “hydrolysis plant”, created an algorithm for its operation;
  • Secondary angle decoration objects were added for technic object type “connecting bay”;
  • New sprites for shields were added, which are drawn by GPU;
  • Shield visualizations were added for the micromanagement map level;
  • New class of cosmic effects were added, which are drawn by GPU;
  • Sources of smoke were added for fire visualization on the local space map level;
  • Algorithm for ship decay into pieces was added;
  • Manual ship control in local space was added;
  • Visualization algorithm was added for round sprites by using linear textures, which allows us to unload the GPU;
  • Checking for collisions between two locations was added, as well as the initial algorithm of damage caused during collision;
  • Parameter “priority” was added for technic objects, which influence foreground energy consumption;
  • A button “change priority” was added for the dynamic menu of technics;
  • Buttons “switch on”, “switch off all technics” and “switch off technic with low priority” were added on the micromanagement map level;
  • New triggers for performing quests were added;
  • Appearance of objects “fire” and “thermal damages” were added while approaching a Sun;
  • Algorithm for saving a location’s templates with new parameters was modified;
  • Oxygen level visualization was corrected on the micromanagement map level;
  • Visualizations were optimized for sprites, which are drawn by GPU;
  • Checking for collisions between locations was optimized;
  • Algorithm for flight around locations was corrected;
  • Checking system was optimized for types of way-sections and map tiles;
  • Location visualization was optimized on the local space map level;
  • Work continues on the algorithm for location visualization on the local space map level by GPU;
  • Work continues on the algorithm of visualization for objects without texture by GPU usage;
  • 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 the main story-line and tutorial;
  • Works continues on filling and polishing the GDD

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