tag:blogger.com,1999:blog-84515694472011197622024-03-06T07:45:18.032+00:00Galaxial Development BlogDevelopment blog for a space strategy game called Galaxial.Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.comBlogger30125tag:blogger.com,1999:blog-8451569447201119762.post-21469631195941033652015-01-25T14:49:00.002+00:002015-01-25T14:50:13.799+00:00Official ForumsThe official Galaxial forums are now online!<br />
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<a href="http://forums.galaxial.com/" target="_blank">http://forums.galaxial.com</a><br />
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I am considering moving these development logs over to the forum to keep everything more centralized and make it easier for discussion.Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com4tag:blogger.com,1999:blog-8451569447201119762.post-6226660476786716732015-01-20T15:21:00.001+00:002015-01-20T15:28:27.907+00:00Galaxy Creator and Ships<div class="separator" style="clear: both; text-align: center;">
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<h3>
Galaxy Creator</h3>
The interface window for creating a galaxy and setting up a new game is almost finished. <i><br /><br />Click to enlarge the images.</i><br />
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The <i>Jumpgate Dead Ends</i> setting affects how many links there are between planets. <b>High</b> creates more isolated clusters and longer routes. Setting this to <b>None</b> will link the galaxy as a <a href="http://en.wikipedia.org/wiki/Gabriel_graph" target="_blank">Gabriel Graph</a>.<br />
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Center view of the galaxy created above. Planet types are fully moddable, so you can change their occurrence probability or add additional types.<br />
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<h3>
Ships</h3>
Some of the new ship designs that were made recently.<br />
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The ship hull names all come from Mesopotamian mythology (Babylonian, Sumerian, Assyrian, Hittite)<br />
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Each weapon type (<i>Beam Laser</i>, <i>Artillery Cannon</i>, <i>Missile Launcher...</i>) has different turret graphics. I haven't got around to making them all yet.<br />
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Dreadnaughts are currently the largest ship type in the game. Carriers are on hold for now, as I'm not sure how exactly the fighter/drone mechanics are going to work. Rather than rush them for release, think I should leave them for a later update.<br />
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<h3>
Loading Screen</h3>
I completely remade the loading screen that is shown before entering the main menu. It's now multi-threaded, much more responsive and has some background animation while the game loads. The triangle colors and image changes randomly each time you run the game.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhRC-PCyzIzwS9AaVGAygN1MFo_dC1zbvYyrZ3E-IPHlIhRtmE_BkbPFi0xcFnkptec74xUzI9jUDuEPIDNAoLlhQEy9EXxp30bZYVmd4eCzTDdkDcyJYHT679R8tXIUM4ZK5FUNpHM2G5/s1600/LoadingScreen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhRC-PCyzIzwS9AaVGAygN1MFo_dC1zbvYyrZ3E-IPHlIhRtmE_BkbPFi0xcFnkptec74xUzI9jUDuEPIDNAoLlhQEy9EXxp30bZYVmd4eCzTDdkDcyJYHT679R8tXIUM4ZK5FUNpHM2G5/s1600/LoadingScreen.png" height="200" width="400" /></a></div>
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Had to update my old texture code for asynchronously loading, which is now double the speed!<br />
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Takes about 4 seconds to get to the main menu at the moment, but I expect that will increase as more content gets added.<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com12tag:blogger.com,1999:blog-8451569447201119762.post-70651074219370784942014-11-25T16:35:00.000+00:002014-11-25T16:41:43.581+00:00Mining<h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMOciqnYGPQeCgnqW7wzbwojCCHUz9_QJiUK1kSCTAadAu3NfWRMWw8vMbP9BmjJvN9VTTafJyFoOvnG-gweI7LcvDkZ3zxDinuu6KgWMbVBakUJA1WprsAEL-9_NUOVrRqP5EO2uLBvXn/s1600/AsteroidBelt.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMOciqnYGPQeCgnqW7wzbwojCCHUz9_QJiUK1kSCTAadAu3NfWRMWw8vMbP9BmjJvN9VTTafJyFoOvnG-gweI7LcvDkZ3zxDinuu6KgWMbVBakUJA1WprsAEL-9_NUOVrRqP5EO2uLBvXn/s1600/AsteroidBelt.png" /></a></div>
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Lots of changes to mining and asteroids.<br />
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There is now just one "metal" resource that is mined from asteroids rather than the previous Common, Reactive, Radioactive and Rare metals that have been in the game until now. This is to reduce the orders micromanagement for mining ships. Now there is no need to constantly keep track of what they are mining and balance the amounts of each resource you need.<br />
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To keep some complexity there are now a lot more asteroid minerals, each having a different maximum yield and mining multiplier (accessibility). Yield is the maximum amount you can mine from the asteroid and the mining multiplier affects mining laser module speed.<br />
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Rare asteroid minerals will be faster to mine and take longer until they become depleted, but every mineral type still provides the same "metal" resource used for building stuff.<br />
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During galaxy generation there will be an option to re-spawn asteroids some time after they have been mined completely. When an asteroid re-spawns it will return as the next smaller size (Large becomes a Medium etc.)<br />
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Larger asteroids have much higher yield and mining multipliers. This is to discourage mining in the same asteroid belt forever if you are going to use the re-spawn option. It will still be better to look for larger asteroids.<br />
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<i>Asteroid stats example:</i><br />
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<b>Large:</b> Yield = 2400, Multiplier = 140%<br />
<b>Medium:</b> Yield = 1200, Multiplier = 120%<br />
<b>Small:</b> Yield = 600, Multiplier = 100%<br />
<b>Depleted:</b> Yield = 300, Multiplier = 80%<br />
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<h3>
Asteroid Minerals</h3>
Listed below are the asteroid minerals currently in the game. I decided to use real mineral names found on Earth rather than made up ones. Not sure if this would be realistic as I expect there are some minerals below that wouldn't be found on asteroids. (let me know of any)<br />
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The element composition of each mineral shown on the tool-tips have no effect on gameplay, just something interesting I wanted to add.<br />
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<b>Common Minerals:</b> Sphalerite, Chalcopyrite, Pyromorphite, Cuprite, Stibnite, Kamacite, Acuminite and Pyrolusite.<br />
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<b>Uncommon Minerals: </b>Chromite, Boehmite, Wolframite, Cobaltite, Faustite, Rutile and Barite<br />
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<b>Semi-Rare Minerals:</b> Ruthenium, Molybdenite, Polarite, Thorite, Rhodium, Iridium and Gold<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisQLrMrjvjoTlil6KwZCn5wXFPUofHjhRKzbn5rSi0S1muxuUej_cFI5C_yQ2z2gyDa42lW6f7dd76ufkGG4zW7xT3H1kbsYTuHJJ2cVetWQCclw7zuXAdlNAFt8X1vJVEPKroDx7hZCS5/s1600/Gadolinite.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisQLrMrjvjoTlil6KwZCn5wXFPUofHjhRKzbn5rSi0S1muxuUej_cFI5C_yQ2z2gyDa42lW6f7dd76ufkGG4zW7xT3H1kbsYTuHJJ2cVetWQCclw7zuXAdlNAFt8X1vJVEPKroDx7hZCS5/s1600/Gadolinite.png" /></a></div>
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<b>Rare Minerals</b>: Rhenium, Bromellite, Palladium, Osmium, Gadolinite, Monazite, Churchite and Sylvanite.<br />
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<h3>
Planet Tooltips</h3>
Asteroid details will be shown on discovered planet tooltips.<br />
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Bonus Screenshot</h3>
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<i>(One of the new mining ships)</i></div>
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com16tag:blogger.com,1999:blog-8451569447201119762.post-58525075863161754252014-08-23T19:00:00.005+01:002014-08-23T19:13:07.789+01:00Research<div class="separator" style="clear: both; text-align: center;">
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The research system in Galaxial has undergone many redesigns over the summer and has turned out quite different to what I originally had planned. The user interface still needs some work but is now mostly finished.</div>
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Once you have enough research data it can be spent on projects to instantly 'unlock'
them. Rather than choosing what to research and then having to wait for it to
be completed. The reason I choose to do it this way is because the research data already takes a long time to accumulate and will also be required for building really advanced ships and modules.</div>
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The technologies shown in brown are unique to the faction you are playing and will generally provide strong bonuses. The same basic technologies, ships and modules will be available to all factions but there will be a lot of faction unique stuff that is more specialized and will allow different play styles and strategies.</div>
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I am still undecided on how many levels to have for each research project. I would like for there to be no limit (unlimited research) possibly with diminishing returns the more you research a technology, but this could potentially lead to a lot of balancing issues.<br />
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Maybe its not a problem? For example if the player becomes too powerful then all other empires could become afraid and form a coalition against you.<br />
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<h3>
Resources</h3>
A resources bar has been added along the top of the screen to show your empires total resource stockpile.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8pV-t6uedgDdfKf0ETrC8Yk4nLgwUx0gbX8nIpHmyoOfjIb5gUO76xwPcOMgo3J46riXVQ2dpk2xypwdRXinqSA8vPYJdINSa0NVXyYdAu3pEiJGZ2MyHtplPxXsfYY3gS9N2OL7NuA6S/s1600/Resources.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8pV-t6uedgDdfKf0ETrC8Yk4nLgwUx0gbX8nIpHmyoOfjIb5gUO76xwPcOMgo3J46riXVQ2dpk2xypwdRXinqSA8vPYJdINSa0NVXyYdAu3pEiJGZ2MyHtplPxXsfYY3gS9N2OL7NuA6S/s1600/Resources.png" height="250" width="400" /></a></div>
<br />
The resources are (from left to right): Credits, Research Data, Crew, Troops, Common Metals, Rare Metals and Precious Metals.<br />
<br />
Crew and Troops are a recent addition and I will explain how they work in a future development log as they are not quite finished yet.<br />
<br />
Ore mined from asteroids require transporting to colonies that have refinery facilities and after being processed into metals they are then added to the resource stockpile. <br />
<br />
<h3>
Colony Graphics</h3>
Graphics for the colony populations have been improved slightly again to match the same style used for the ships. Facilities such as shipyards, refineries, hydroponics will be constructed at the empty inner circles. New graphics for those haven't been created yet.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNdpZ6ocdJSOAOon2tE6nLWwmiAyE7gOy0mIw9VNVJ-3KLHrJyqzMuOlFItivb3b4kkzS50LgfZxAsuzrE26zG1xT_x05DIwiz0ZBSfrBxcEwYaMkE43-YURkEQElSAFvQ6ags7DqwCusO/s1600/Colony.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNdpZ6ocdJSOAOon2tE6nLWwmiAyE7gOy0mIw9VNVJ-3KLHrJyqzMuOlFItivb3b4kkzS50LgfZxAsuzrE26zG1xT_x05DIwiz0ZBSfrBxcEwYaMkE43-YURkEQElSAFvQ6ags7DqwCusO/s1600/Colony.png" height="400" width="400" /></a></div>
<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKRgFelsF_Th8UPKUVrKvLe97zphEegcVNg2RtqEI68YyCK8F6BC4ij65zct3GiJGkl56WoNsxr1n1YUY9a8RHxsYOJopa5OE-wBiG02irdQgze_tpExmRRu08ojERNnQ6t5atKQcYEykk/s0/GiantColony.jpg" target="_blank">(Giant Screenshot - 4096x4096 - 2.5MB)</a></div>
<div style="text-align: center;">
<br />
<h3 style="text-align: left;">
Minimap</h3>
<div style="text-align: left;">
Added a button to lock the minimap viewing position so you can keep an eye on two locations at once. You wont have to rely on just this as there will eventually be some kind of message/alert system for when important events happen.</div>
<div style="text-align: left;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieNuJ3sJ-0W-eHyMLSfjDe62Hifs48ULgzYgzZrtC2MdFRELSE_pFawxUq2gbSlrUpBoW3wRyEm1iP_sNXLHthis2QUIQ4PElXHxXvJJLO5neEZONvoJc1gsxROJw5jYzss_MjiXFqjXBJ/s1600/Minimap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieNuJ3sJ-0W-eHyMLSfjDe62Hifs48ULgzYgzZrtC2MdFRELSE_pFawxUq2gbSlrUpBoW3wRyEm1iP_sNXLHthis2QUIQ4PElXHxXvJJLO5neEZONvoJc1gsxROJw5jYzss_MjiXFqjXBJ/s1600/Minimap.png" /></a></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Most of the user interface windows/widgets in the game look much cleaner now after removing a lot of the inner white outlines and added some subtle gradients.</div>
</div>
<div style="text-align: left;">
<br />
<br />
Galaxial is proving to be an enormous game to develop solo!<br />
Thanks again for your patience and I hope you will really enjoy it when you finally get to play.</div>
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com12tag:blogger.com,1999:blog-8451569447201119762.post-8632492291981112532014-02-24T22:58:00.000+00:002014-02-25T00:02:21.209+00:00Sound Effects and Projectiles Video<h3>
</h3>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='620' height='388' src='https://www.youtube.com/embed/ZKxJgAIykhw?feature=player_embedded' frameborder='0'></iframe></div>
<br />
<h2>
Stress Test Video</h2>
For the video I created a galaxy with 75 planets and placed 60 ships in each of them (4500 ships in total)<br />
<br />
Each of the smaller ships have the most CPU intensive weapons (rapid fire auto-cannons) to fire at the indestructible capital ship all at once. This was to test that the game will handle the large number of objects and sound effects.<br />
<br />
There are no simplified calculations in the game for battles that you are not currently viewing (apart from rendering optimizations). All AI, ships, collision detection, projectiles and missiles are always fully simulated.<br />
<br />
I expect the ship count could be significantly higher for normal game-play as there wont be battles happening all at exactly the same time like in this video. In a typical game you will most likely have the majority of ships transporting cargo, mining or patrolling. Those kind of tasks don't require much processing power at all.<br />
<br />
The frame-rate displayed in the video would normally have been much higher but the recording software was limiting it quite badly. Running the same test scenario without recording I averaged around 50 FPS.<br />
<br />
<div style="text-align: left;">
<span style="font-size: small;">System specs used:</span></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><br /></span></div>
<div style="text-align: left;">
<i><span style="font-size: small;">AMD Phenom X4 9950 (2600 MHz, 4 core)</span></i></div>
<div style="text-align: left;">
<i><span style="font-size: small;">Nvidia Geforce GTX 260</span></i></div>
<div style="text-align: left;">
<i><span style="font-size: small;">4 GB RAM</span></i></div>
<div style="text-align: left;">
<br /></div>
<h2>
Audio Library</h2>
I recently switched the audio library that Galaxial uses over to irrKlang as I was having problems with OpenAL drivers and sound crackling. Overall I'm really pleased with irrKlang's performance and ease of use.<br />
<br />
In the video there are often over 300 sound effects playing at once! Each individual projectile from the auto-cannon weapons have their own firing and impact sound effect. Ships also have engine rumbling sounds which sound great when there's not much going on.<br />
<br />
A lot of the sound effects I'm using at the moment are just placeholders, but I am planning to get professional effects made by a sound designer when the game is almost feature complete.<br />
<br />
<h2>
Cargo Transfer</h2>
The drag and drop user interface for manually transferring cargo between docked ships and colonies has been finished. Holding shift while dragging items will let you set the amount to transfer.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVpk_qn22qsx2WKLgSmWmywVz9Fh6mFTWVKf37s9_1MqjH2D_D6fF47QBqhLoAkWyLJm8KGZKF737UOvK2uZIonqSutMs9b1lO3aV3VN79mz4ZcA3txMH-53gCRNlagVKt3K1DI2CghNKx/s1600/TransferCargo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVpk_qn22qsx2WKLgSmWmywVz9Fh6mFTWVKf37s9_1MqjH2D_D6fF47QBqhLoAkWyLJm8KGZKF737UOvK2uZIonqSutMs9b1lO3aV3VN79mz4ZcA3txMH-53gCRNlagVKt3K1DI2CghNKx/s1600/TransferCargo.png" height="296" width="400" /></a></div>
<br />
The Load/Unload buttons at the bottom will attempt move all items from one cargo hold to the other, so long as there is available space in the ship. Colonies will have unlimited storage space. <br />
<br />
<h2>
Bonus Screenshot</h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzF0a73FElkwCcq0eIddzbaJtnLklfxe2Oaom455AkhvblRjuxz6Ji35lXtZ7AJG-mVTzl2agUD_LsxkENAYkJxG40FD8_6fkXBOc2OAOQsChdr9jrpdY7AqBoyjiVkeW-tA_lmngoc2_y/s1600/Jumpgates2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzF0a73FElkwCcq0eIddzbaJtnLklfxe2Oaom455AkhvblRjuxz6Ji35lXtZ7AJG-mVTzl2agUD_LsxkENAYkJxG40FD8_6fkXBOc2OAOQsChdr9jrpdY7AqBoyjiVkeW-tA_lmngoc2_y/s1600/Jumpgates2.png" height="343" width="400" /></a></div>
<div style="text-align: center;">
<i><span style="font-size: x-small;">(New Jumpgate graphics)</span></i></div>
<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com19tag:blogger.com,1999:blog-8451569447201119762.post-58670928673181710822013-12-10T15:23:00.000+00:002013-12-10T15:23:40.572+00:00Fleet LeadersQuick post about the fleet leaders and experience system I have planned which I am currently working on. <br />
<h2>
</h2>
<h2>
Command Hierarchy</h2>
Each ship can be assigned to a Squadron which can have a maximum of 9 ships in them. They will follow the same orders, work as a group and keep in formation (if you want them to).<br />
<br />
Wings are the next level up and can command a maximum of 4 Squadrons (possibly more when researched).<br />
All of the Squadrons assigned to the Wing will follow the same orders, so you can assign orders to a large number of ships all at once.<br />
<br />
Fleet is the highest level. It can hold any number of Wings or Squadrons. You probably wont be able to give specific orders at the Fleet level and I haven't decided yet if more than one Fleet will be allowed.<br />
<h2>
</h2>
<h2>
Leaders</h2>
Each Squadron, Wing and Fleet can be assigned a leader character. This leader will earn experience from battles they are involved in. If any of the ships the leader commands was involved in destroying an enemy ship then they will gain experience towards their skill level.<br />
<br />
The leaders skill level will give specific bonuses depending on where they are placed in the Command Hierarchy:<br />
<br />
<b>Squadron Commander: </b>5% bonus to damage per skill level <br />
<b>Wing Commander:</b> 5% bonus to maximum speed per skill level<br />
<b>Fleet Commander: </b>-5% ship upkeep cost per skill level<br />
<br />
The only way for leaders to gain experience will be in command of a Squadron. To do this they will need to be in the lead ship. If the ship gets destroyed the leader dies.<br />
<br />
You will be free to reassign leaders whenever you like, but only if there are no enemies nearby.<br />
<h2>
<b> </b></h2>
<h2>
<b>Traits</b></h2>
Traits provide bonuses to all ships the leader is in command of. When a new leader is recruited they may have a number of traits, but they cannot be gained in other ways. A few examples:<br />
<br />
<b>Mining Specialist</b> - Gives a 20% bonus to mining yield<br />
<b>Shield Specialist</b> - Gives a 10% bonus to shield hit points and recharge<br />
<b>Energy Weapon Specialist </b>- Gives a 10% bonus to energy weapon damage<br />
<b>Engine Specialist</b> - Gives a 10% bonus to ship maximum speed<br />
<b>Transport Specialist</b> - Gives a 10% bonus to cargo capacity <br />
<br />
Trait effects will cascade down the command hierarchy and are halved at each level. If you have leaders each with the Mining Specialist trait at the Fleet, Wing and Squadron levels then it will give the bonus of 35%<b> </b>(5 + 10 + 20) to the ships below.<br />
<h2>
</h2>
<h2>
Proficiencies</h2>
As leaders gain experience they also get better at commanding certain types of ship. For example if the leader only has Cruisers in their Squadron, experience will also be added to their <b>Cruiser Leader</b> skill which provides bonuses only for Cruisers.<br />
<br />
If there are more than one class of ship in the Squadron, experience will be distributed evenly to the relevant proficiencies.<br />
<h2>
<b> </b></h2>
<h2>
<b>Medals</b></h2>
Leaders will also be able to earn medals when they achieve certain goals (total ships destroyed, ore mined, cargo transported etc..) Some medal examples:<br />
<br />
<b>Long Service Medal</b> (Awarded for time spent as an active leader) - Gives a 10% reduction to ship upkeep costs<br />
<b>Bronze War Medal </b>(Awarded for total ships destroyed) - Gives a 5% bonus to shield and armor hit points<br />
<h2>
</h2>
<h2>
Potential Problems</h2>
The whole leader system is designed to be completely passive. You wont need to manually spend skill points. They can just be left alone and they will automatically gain new skills, proficiencies and medals as they do stuff. So it shouldn't require much micro-management at all. Of course you still might want to check on them occasionally to ensure you are making the best of their abilities in their current position.<br />
<br />
As the player can take manual control of any of their own ships in the game, there is the problem of what happens when taking control of a Squadron leaders ship. Should that leader continue to get experience for ships you destroy?<br />
<br />
I don't really want to add a special type of leader character that represents the player as I would like the player to be able to take control of another ship once it gets destroyed.<br />
<br />
<br />
Much of this is not fully implemented yet, so would very much like to hear your feedback and suggestions!<br />
Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com22tag:blogger.com,1999:blog-8451569447201119762.post-31008993111884539392013-12-06T17:47:00.000+00:002014-02-16T21:08:18.963+00:00Galaxy MapThe past month I have mainly been working on the galaxy map screen to make it more informative but still trying to keep it very minimal.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO4MZfNSdbtpwwq2pb4Wpj1Z8pO17QXdxMx448kAgPSYnNqEKrPHuwvJc1PMSJftY0hGW3SBgDIDdEQQJbVb6LGgjSBVRQfBo0FRt93Q-Rwjd4CYdpxDYxokamfm_SSvbbkQASyMhDcyFA/s1600/GalaxyMap3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO4MZfNSdbtpwwq2pb4Wpj1Z8pO17QXdxMx448kAgPSYnNqEKrPHuwvJc1PMSJftY0hGW3SBgDIDdEQQJbVb6LGgjSBVRQfBo0FRt93Q-Rwjd4CYdpxDYxokamfm_SSvbbkQASyMhDcyFA/s400/GalaxyMap3.png" height="250" width="400" /></a> </div>
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<span style="font-size: x-small;"><i>(150 planets, 1 player, 3 AI) </i></span></div>
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The sector icons are now colored to show the different planet types. Surrounding each planet there are small circular icons to show if there are any ships in that sector. (green = player, red = enemy, blue = allied, white = neutral) </div>
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<br /></div>
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It hasn't been implemented yet, but you will be able to hover the mouse over the ship icons to display the number and class of ships at the planet. Hovering over the planet icons will also show more information about them.</div>
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<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFLWzXO45DsZwSKprhjJ772gMUGtU5X-rWTHoUm4ZafcCiOH30SAeBiHJosLhSzlr2G_KLj2QvT5GG4vu-nMaSqhFzH_ys27tynP_GYUTO2xJyEH2WJPdxt05uy9wrWx7p3II09cMhg0Ul/s1600/GalaxyMap2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFLWzXO45DsZwSKprhjJ772gMUGtU5X-rWTHoUm4ZafcCiOH30SAeBiHJosLhSzlr2G_KLj2QvT5GG4vu-nMaSqhFzH_ys27tynP_GYUTO2xJyEH2WJPdxt05uy9wrWx7p3II09cMhg0Ul/s400/GalaxyMap2.png" height="250" width="400" /></a></div>
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<span style="font-size: x-small;"><i>(25 planets, 1 player, 3 AI)</i></span></div>
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<br /></div>
The
jump-gate links and borders are colored based on the owning factions
relations to you.<br />
<br />
There may be more than one enemy/ally that will show the
same colored border and jump-gate links. So to distinguish each faction,
the smaller circle at the center of each planet icon will be used to show
its unique "faction color".<br />
<br />
However this is not shown in the screenshots<i> </i>as the faction and relation colors are currently identical for testing.<br />
<br />
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Empire Sphere of Influence </h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu8yT5bxSKQPQCtU1UcIGXFzGjbTojMeK5m9McshZRXqfYyERaADgieAgltLQm1HHhaoQllyKCdEB5U9Yw5pyz-wX8BOsuraozklo_wh6Tgriw854AP_O-4wYrPMfm5Hld5L1Zb8B2HBTt/s1600/GalaxyMapInfluenceTest.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu8yT5bxSKQPQCtU1UcIGXFzGjbTojMeK5m9McshZRXqfYyERaADgieAgltLQm1HHhaoQllyKCdEB5U9Yw5pyz-wX8BOsuraozklo_wh6Tgriw854AP_O-4wYrPMfm5Hld5L1Zb8B2HBTt/s320/GalaxyMapInfluenceTest.png" height="320" width="320" /></a></div>
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<span style="font-size: x-small;"><i>(Very rough sphere of influence style empire maps)</i></span></div>
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<br /></div>
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I have also <span style="font-size: small;"><b>experimented</b></span> with rendering some "sphere of influence" style empire borders,
but ran into performance issues with the
really large maps. I think it maybe covers up too much of the screen, hiding all the stars in the background which look nice as you move around the map. <span style="font-size: small;"><i>(the stars use 3D positions)</i></span></div>
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<br /></div>
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I have abandoned this approach for now, in favor of the smaller overlapping borders you can see in the first two screenshots.</div>
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<br /></div>
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Planet Colors </h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgveoeT_54wQSPsMksu8wFzVgizqPPGuvuo1ffhia549tsLW7hHJ-OakmeVTc-7Smd5hfcgwJ-n5ESr5jZMpnqA0Tnm2YMwR0hyphenhyphenjVx3c1LdHejNPelMjJEmUhhri3tYREMKByiZBWxaA2SQ/s1600/PlanetDesert.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgveoeT_54wQSPsMksu8wFzVgizqPPGuvuo1ffhia549tsLW7hHJ-OakmeVTc-7Smd5hfcgwJ-n5ESr5jZMpnqA0Tnm2YMwR0hyphenhyphenjVx3c1LdHejNPelMjJEmUhhri3tYREMKByiZBWxaA2SQ/s200/PlanetDesert.png" height="150" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbbObsWA_CfOI4Y-XSQvhDba6ycKlHvQ3SYZFbZlKxyDUgdclH1_Iay7JiuKRMCyHPLDOQp700aKoZkcjcPR8Jsy355bY8wxRoPHv4F_qIEcRSjBCKdTPO_h67nurORPB584I2-iWnKFIV/s1600/PlanetOcean.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbbObsWA_CfOI4Y-XSQvhDba6ycKlHvQ3SYZFbZlKxyDUgdclH1_Iay7JiuKRMCyHPLDOQp700aKoZkcjcPR8Jsy355bY8wxRoPHv4F_qIEcRSjBCKdTPO_h67nurORPB584I2-iWnKFIV/s200/PlanetOcean.png" height="150" width="200" /></a></div>
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<br /></div>
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<span style="font-weight: normal;">Colors used for each of the different planet types</span> have been tweaked slightly. Volcanic was difficult as the planet graphics are limited to just one color and no detail. (lava or rock?) </div>
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<br /></div>
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Each of the types (Temperate, Desert etc.) have a few variations so they won't all seem identical.</div>
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<br /></div>
<h3 class="separator" style="clear: both; text-align: left;">
Miscellaneous</h3>
<ul>
<li>Galaxy generation code completely rewritten (now cleaner and more efficient)</li>
<li>Probability distribution working properly for planet types, bonuses and trade goods</li>
<li>Detailed galaxy log created during generation with lots of statistics (using for balancing)</li>
<li>Started on the high level AI for factions (aware of all the objects and territory they control)</li>
<li>Initial design work done for the <a href="http://www.galaxial.com/2013/11/ship-graphics.html#comment-1152772475" target="_blank">different government types</a> </li>
</ul>
<h3>
</h3>
<h3>
Bonus Screenshot </h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCAQb2EKV8gxHmtPZF_gJZ46EmEiMaThwJBzMNUWhCqK9P2JuNdt4F_nr_IyTXqeZ26COZW3bLcK7iDajN588nJbWPjqLrRzPJFIQbS22OKIR_sqQ9MkW-o53ZKFGSx1vrsUz4O90sFs2h/s1600/BattleAftermath.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCAQb2EKV8gxHmtPZF_gJZ46EmEiMaThwJBzMNUWhCqK9P2JuNdt4F_nr_IyTXqeZ26COZW3bLcK7iDajN588nJbWPjqLrRzPJFIQbS22OKIR_sqQ9MkW-o53ZKFGSx1vrsUz4O90sFs2h/s400/BattleAftermath.png" height="225" width="400" /></a></div>
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<span style="font-size: x-small;"><i>(The leftovers from a large cruiser battle)</i></span></div>
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<br /></div>
Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com8tag:blogger.com,1999:blog-8451569447201119762.post-25955185104387656572013-11-03T09:25:00.002+00:002013-11-03T09:27:51.585+00:00Ship GraphicsSorry for it being such a long time since the last Galaxial development log. The game is still very much in development and will be released. <span style="font-size: small;"><i>(but please don't ask when!)</i></span> :)<br />
<br />
The last few months I have been working hard on creating new ship graphics content for the game and just generally tidying up the engine, fixing bugs, optimization and polish so that its ready for the next stage of development. (AI)<br />
<br />
<h3>
<b>Ship Screenshots</b></h3>
I have a few screenshots to share so you can see the new graphic
style for ships. Very pleased with how much improved they now look compared to the <a href="http://www.galaxial.com/2012/11/ship-customisation.html" target="_blank">older ships</a>. Have had a lot of practice using Adobe Illustrator since then!<br />
<br />
I'm not sure on the exact numbers yet, but the plan is to have roughly
4-5 ship designs per class (Frigate/Cruiser/Battleship etc.) More will likely be added over time once the game is released. There is a
huge amount to make, so I'm having to spend a lot less time coding while being in artist mode. <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDCZbGqFqAAHv6DFvODFeRmKGb5u0GM96XYtoShcKws2XjRiBJEmg1pBCa-HdtWM0Qfd9XadtxuGNt6ZDrPF8ubGG0N_A7ZTFidVkvfy6JxBFJrw8drj_IkJH7YWyRRYQt4mVwKbrFPAcL/s1600/Dreadnaught.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDCZbGqFqAAHv6DFvODFeRmKGb5u0GM96XYtoShcKws2XjRiBJEmg1pBCa-HdtWM0Qfd9XadtxuGNt6ZDrPF8ubGG0N_A7ZTFidVkvfy6JxBFJrw8drj_IkJH7YWyRRYQt4mVwKbrFPAcL/s400/Dreadnaught.png" width="400" /></a></div>
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<i>(Dreadnaught. The largest class of ship that will be in the game )</i></div>
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMD5PQSaasxY323rtoxMUAgIza3xRu057qLAGNS5ei6mH1WCimvhmrDWf-0FcJfG5E8hDZn9S0UgdVLdhJXWZBmrOIaIaysny_hxvKbDki04CKiprSkNzyas-q47cX6mSJmLPbxxM3Ak3b/s1600/Battlecruiser.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMD5PQSaasxY323rtoxMUAgIza3xRu057qLAGNS5ei6mH1WCimvhmrDWf-0FcJfG5E8hDZn9S0UgdVLdhJXWZBmrOIaIaysny_hxvKbDki04CKiprSkNzyas-q47cX6mSJmLPbxxM3Ak3b/s400/Battlecruiser.png" width="400" /></a></div>
<div style="text-align: center;">
<i>(Battlecruiser showing one of my favorite color customization combinations)</i></div>
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI95V_fg5KFhdftiE3xgwJHwNx5ekvTYfZKCDtzip2siKciLdwTroG0hJCIWeooYnhFuhNmyQVCt_KDpel4LvbUP7OTmcaD2dqe3vzfH8RcCVwtW69_cgJ6tTl2ohUVnlgJR-hJ8-QlyFv/s1600/Cruisers.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI95V_fg5KFhdftiE3xgwJHwNx5ekvTYfZKCDtzip2siKciLdwTroG0hJCIWeooYnhFuhNmyQVCt_KDpel4LvbUP7OTmcaD2dqe3vzfH8RcCVwtW69_cgJ6tTl2ohUVnlgJR-hJ8-QlyFv/s400/Cruisers.png" width="400" /></a></div>
<div style="text-align: center;">
<b> </b><i>(Few of the smaller cruiser sized ships with darker hull and green trails!)</i></div>
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX3yBR24i5DEMXSNkVbEuTRUOp_lQzTF5_MlIw-GHIwHGUlIzwvXOTDpH9xjcnjRq3FRWER7Oe2E6JQ-uqBSuM0EeZ7gBXYDmgLIcAVQsQAbPkhrMQxfjyJjByOSEi4jmKan0tL99Vix87/s1600/Transport.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX3yBR24i5DEMXSNkVbEuTRUOp_lQzTF5_MlIw-GHIwHGUlIzwvXOTDpH9xjcnjRq3FRWER7Oe2E6JQ-uqBSuM0EeZ7gBXYDmgLIcAVQsQAbPkhrMQxfjyJjByOSEi4jmKan0tL99Vix87/s400/Transport.png" width="400" /></a></div>
<div style="text-align: center;">
<i>(Transport ships near some wreckage!)</i></div>
<br />
<h3>
<b>Customization</b></h3>
The color customization options for ships are now slightly different than before because of the new way they are created<b>.</b><br />
<br />
Ship hulls<b> </b>can only be various shades of black/grey/white. There are no limitations for the colored panels which will use your faction/team color of choice.<br />
<br />
The turret lights which become more visible as you zoom out, use faction relation colors. So enemy ships will show red turret lights, blue for allies, white for neutral and green for the player. Colorblind settings are also available.<br />
<br />
<h3>
<b>Turrets</b></h3>
You might have also noticed the new turret graphics, although only one type is shown in the screenshots. There will be unique graphics for all the weapon types (Artillery/Railgun/Laser/Missile Launcher etc.) and they come in 3 sizes (Small, Medium, Large)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd3B5Q5pVSppK7gNXhnzKKa3MeP2wwD450RsrNvdv24CkYLGiPH6jl_pTqdkAp1gi-bnY6n7SVF6eyowqjB5YgK-fFXm9Oq7ELQmfgOJikjy19UcYOZx0FFeCMWkSg1Hy5Tmmif98pZPzn/s1600/ArtilleryTurret.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd3B5Q5pVSppK7gNXhnzKKa3MeP2wwD450RsrNvdv24CkYLGiPH6jl_pTqdkAp1gi-bnY6n7SVF6eyowqjB5YgK-fFXm9Oq7ELQmfgOJikjy19UcYOZx0FFeCMWkSg1Hy5Tmmif98pZPzn/s400/ArtilleryTurret.png" width="400" /></a></div>
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<br /></div>
Each ship can only fit a certain size of weapon and it should be clear the amount of firepower enemy ships have just from looking at them.<br />
<br />
<br />
You can also follow me on <a href="http://www.twitter.com/stuart_morgan" target="_blank">Twitter</a> for more regular updates about the progress of the game.<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com35tag:blogger.com,1999:blog-8451569447201119762.post-43121007111097203632013-07-02T23:47:00.003+01:002013-07-03T00:39:27.916+01:00Population Graphics and Fog of WarA few of the latest features I have been working on since the last development log.<br />
<br />
<span style="font-size: large;"><b>Planet Population Graphics</b></span><br />
<br />
<span style="font-weight: normal;">Finished creating some </span>additional colony graphics to show roughly how large the planet populations are. The graphics change based on the current colony population in relation to the maximum it can support.<br />
<br />
It starts off with just the colony infrastructure visible where the facilities are built in the center. Then at 20%, 40%, 60% and 80% of the maximum population it will grow outwards an extra zone.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtasx9ZmGOYv9kJAVt3V2sEPS4zr9rvonkIOVM-cKitYIlTXtdKkg2ZF4TBEP2pDUD6LjgQlCmAaktZOSUK9JC9b8Z9gmIt3p0dT2lJVPp31reJhH-4C62kXIJ2Mb2ZMR86_3-UWpzOYAR/s1600/ColonyPopulation.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtasx9ZmGOYv9kJAVt3V2sEPS4zr9rvonkIOVM-cKitYIlTXtdKkg2ZF4TBEP2pDUD6LjgQlCmAaktZOSUK9JC9b8Z9gmIt3p0dT2lJVPp31reJhH-4C62kXIJ2Mb2ZMR86_3-UWpzOYAR/s400/ColonyPopulation.png" width="400" /></a></div>
<br />
The textures are very large (uses a lot of GPU memory) so I dont think it will be possible to make seperate versions for each faction with the same color customization system that is used for ships.<br />
<br />
You can see a giant screenshot version <a href="http://goo.gl/Ltihf" target="_blank">here</a> which shows how smooth everything looks in-game. (4096x4096 size image, 10MB)<br />
<span style="font-size: large;"><span style="font-size: small;"> </span></span>
<br />
<div style="font-weight: normal;">
<span style="font-size: large;">
<b>Population Growth</b></span></div>
<div style="font-weight: normal;">
<br /></div>
There are many factors that affect the colony population growth rate including:<br />
<ul>
<li>Colony happiness</li>
<li>Tax rate</li>
<li>Food surplus/shortage</li>
<li>Luxury resources</li>
<li>Researched technologies</li>
</ul>
I'm not sure yet whether you will be able to use passenger ships to move migrants between colonies, but am aiming to have the colonies take quite some time (in-game) to reach their maximum size through normal growth.<br />
<br />
<div style="font-weight: normal;">
<b><span style="font-size: large;">Fog of War</span></b></div>
<div style="font-weight: normal;">
<br /></div>
Did some experimenting with fog of war by making each ship have a limited view distance. (similar to most RTS games) I didnt think it looked quite right for Galaxial and was rather annoying not being able to see the whole battles taking place. <br />
<br />
So I have decided to use a system where you only need a single ship in a sector to reveal the entire area, rather than revealing smaller areas around each individual ship.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9QStsCJzkaqazn9Js8ZBy0Ze-MfcyefPkySjXdXQvUEuuUrw1wkutX9etji_E_OugsNSry4kiGXp65sDoGFFymVdWRCPR3S0ETNngB1IGTiBkw6ax-PvhIP2pz8RGFvxN2it46q4KLFT5/s1600/SectorFogOfWar.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9QStsCJzkaqazn9Js8ZBy0Ze-MfcyefPkySjXdXQvUEuuUrw1wkutX9etji_E_OugsNSry4kiGXp65sDoGFFymVdWRCPR3S0ETNngB1IGTiBkw6ax-PvhIP2pz8RGFvxN2it46q4KLFT5/s400/SectorFogOfWar.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Previously explored sector now hidden by shroud)</i></span></div>
<br />
Once you no longer have any ships or a colony in the sector, then it will become hidden again and covered by shroud. Asteroids, jumpgates, wreckage and the colony will remain partly visible based on what was there the last time it was visited. If you return after some time you may find it has changed or some things have disappeared.<br />
<br />
I will most likely add a new specialized ship type that can be used for
scouting and exploration. They will get a cloaking module bonus to
help them remain hidden. Destroyer class ships will get bonuses to
detecting the cloaked ships. <br />
<br />
At the start of a game all sectors will be hidden on the galaxy map until they are explored. <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM5_0rPen4QK0lv3JMIkhK1DLGFbLD7Fv-DuKsq_egFJZx-NFb80K1M6xE4cN6Rj-3DxeI4NGoSC5LogFgSu0dk3IFX2Nqfe9cKD2mYvcnpx61iuZH48SlZ-G-HPgqaFRBxyRPtsqGJHJz/s1600/GalaxyFogOfWar.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM5_0rPen4QK0lv3JMIkhK1DLGFbLD7Fv-DuKsq_egFJZx-NFb80K1M6xE4cN6Rj-3DxeI4NGoSC5LogFgSu0dk3IFX2Nqfe9cKD2mYvcnpx61iuZH48SlZ-G-HPgqaFRBxyRPtsqGJHJz/s400/GalaxyFogOfWar.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Explored sectors visible on galaxy map)</i></span></div>
<br />
For the moment I have left all the background stars and glowing areas visible on the galaxy map from the start. It looks nice but think it will make it a lot easier to predict where everything is in relation to your starting position. So may have to hide more of the background stuff until the nearby sectors get explored...<br />
<br />
<span style="font-size: large;"><b>Ship Modifiers</b></span><br />
<br />
Made a few changes to some of the ship modifiers<b> </b>for balancing reasons and added some extra ones.<b></b><br />
<ul>
<li><b>Energy Leech </b>(Drains energy from target ship and adds to its own)</li>
<li><b>Energy Leech Resistance</b> (Reduces effectiveness of energy leech modules)</li>
<li><b>Decelerator Resistance </b>(Reduces effectiveness of decelerator modules which slow the ship)<b><br /></b></li>
</ul>
There is now just one generic damage type rather than being seperated into explosive, electromagnetic, chemical types etc.. This is to make it simpler when designing ships and reduce the need to equip so many modules that add protection from individual damage types.<br />
<br />
Added a stacking penalty for when you equip modules that affect the same attribute. This is to make it impossible to get really overpowered ship stats or becoming immune to damage.<br />
<b><br /></b>Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com23tag:blogger.com,1999:blog-8451569447201119762.post-24369271347783233062013-05-09T19:38:00.002+01:002013-05-09T22:20:43.529+01:00Ship FittingIn this post I will be explaining the ship fitting window which I have been working on recently.<br />
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
<span style="font-size: large;"><b>Module Slots</b></span></div>
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
Every ship has a number of slots to fit modules<b>.</b> There are Targeted, Active and Passive slot types, the number a ship has of each varies.</div>
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
<b>Targeted Modules</b>: Requires a selected target. <i><span style="font-size: small;">Examples: Weapons, Electronic Warfare, Mining, Salvager, Remote Repair and Fleet Support/Logistics</span></i></div>
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
<b>Active Modules:</b> Costs energy while active and just affects own ship.<span style="font-size: small;"> </span><i><span style="font-size: small;">Examples: Afterburner, Shield Booster, Hull Repair, Shield/Hull Reinforcing, ECCM, Cloaking and Weapon Upgrades</span></i></div>
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
<b>Passive Modules:</b> Doesnt have an energy cost and are always active. <i><span style="font-size: small;">Examples: Energy Recharger, Energy Battery, Armor Plating, Reactor and Cargo/Mobility Upgrades </span></i></div>
<br />
This module system should seem familiar if you have ever played EVE Online before as its quite similar.<br />
<br />
I have only included a small selection of module types so far, but there will be a lot more when the game is finished. If you have any suggestions let me know and I might be able to add them!<br />
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
<span style="font-size: large;"><b>Fitting Window</b></span></div>
<div style="font-weight: normal;">
<br /></div>
<div style="font-weight: normal;">
In the screenshot below you can see the fitting window is split into 3
sections. On the left is the ship and module browser, the ship fitting
slots are in the center and the ship stats are to the right.</div>
<div style="font-weight: normal;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHy1y0tsuDIEhLCAnYEqgf5PaKupl1mnt4bFZlPW3q6ftt8odVrlutCFHAszemqo352YuVt3WA-Zan6vQrIhijSFqaqgiFTCHaiwM32-jqGumNognb39P0_6QUvXaS68DCjKZs4zTiODsb/s1600/ShipFitting1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHy1y0tsuDIEhLCAnYEqgf5PaKupl1mnt4bFZlPW3q6ftt8odVrlutCFHAszemqo352YuVt3WA-Zan6vQrIhijSFqaqgiFTCHaiwM32-jqGumNognb39P0_6QUvXaS68DCjKZs4zTiODsb/s400/ShipFitting1.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Click image for fullsize)</i></span></div>
<br />
You use the browser to drag modules into an available slot in the main fitting area. The fitting area will display the maximum range (for targeted modules), energy usage when active (per/second) and power requirements for each fitted module.<br />
<br />
Hovering over any module will show its complete stats and build cost/time. Hovering over the stats on the right will also display a tooltip explaining each value.<br />
<br />
<span style="font-size: large;"><b>Power</b></span><br />
<br />
Different ship hulls have varying amounts of power which is used by the fitted modules. This limits which modules can be fitted but some module types can increase the available power.<br />
<br />
The more advanced and powerful modules will have higher power demands. This is so the basic modules will remain useful (and not become obsolete) when creating setups on a tight power budget.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDnOVkT7zyI13W49vg6YOsrFHcPGj5dFLLOzEGJpm7Mr19rr8cuM8I4307-Rf46ROi_9V37ZgtuEp1NzkopYjJmFpHq5tEyZWdXNdlshHnyavKVvuA5rIOOPvXq5ChgnAvttD7vJFiH74x/s1600/ShipFitting2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDnOVkT7zyI13W49vg6YOsrFHcPGj5dFLLOzEGJpm7Mr19rr8cuM8I4307-Rf46ROi_9V37ZgtuEp1NzkopYjJmFpHq5tEyZWdXNdlshHnyavKVvuA5rIOOPvXq5ChgnAvttD7vJFiH74x/s400/ShipFitting2.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Click image for fullsize)</i></span></div>
<span style="font-size: large;"><b>Miscellaneous</b></span><br />
<br />
In the screenshot above you can see the new ice asteroid graphics in the planetary ring. They are less rounded than the metal ore asteroids. I still dont have a use for them yet but dont really want them to become some kind of fuel resource that you require a constant supply of.<br />
<br />
The module buttons along the bottom of the screen now have some finished icons. Decided on using simple colored shapes rather than more detailed icons as I think they fit the abstract visual style quite well.Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com15tag:blogger.com,1999:blog-8451569447201119762.post-37723005381005019212013-04-14T14:55:00.001+01:002013-04-14T15:24:16.074+01:00Improved Colony InterfaceOver the past month I have been mostly working on lots of smaller tasks and bugfixing which wouldnt have been particulary interesting to blog about, although I have made some nice improvements to the colony user interface which I can now show.<br />
<br />
<span style="font-size: large;"><b>Improved Colony Interface</b></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
This is the same screen that was shown in the <a href="http://www.galaxial.com/2013/02/colony-development.html" target="_blank">earlier blog post</a> about colony development but now looks a lot more interesting and compacted.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsFxvv4Z8U7yuLnzDcgu7zd9yObcTnGv5bAUBnUWyK1yO_q2ENIEd2LtHS4gWh5_WD9kx1iwzJ5OkO1UW0HiS-7vdezRBh2UDhP3I4_C_idT8Vz6Zr5IJg4bPSOxLlR0eoiQGsEQwo1Hsj/s1600/Colony1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsFxvv4Z8U7yuLnzDcgu7zd9yObcTnGv5bAUBnUWyK1yO_q2ENIEd2LtHS4gWh5_WD9kx1iwzJ5OkO1UW0HiS-7vdezRBh2UDhP3I4_C_idT8Vz6Zr5IJg4bPSOxLlR0eoiQGsEQwo1Hsj/s400/Colony1.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Colony information interface screen)</i></span></div>
<br />
The planet view box at the top will eventually be used to display any special bonuses that the colony may have. They can also be viewed by hovering the mouse over a planet.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgby-KO2BYOC_VfcJeeIZ7norA_8InkQ4buLKcHfvhZhnkDDt0UmxpNmFAlYHOI762S4BTJhYD1nz27Ng4azVxP2u0HN9HbZkmskW-9JvUBCMiFAyW_U7OlyGRc_ZWnUeZKxPdmoxSGs6bY/s1600/PlanetBonuses.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgby-KO2BYOC_VfcJeeIZ7norA_8InkQ4buLKcHfvhZhnkDDt0UmxpNmFAlYHOI762S4BTJhYD1nz27Ng4azVxP2u0HN9HbZkmskW-9JvUBCMiFAyW_U7OlyGRc_ZWnUeZKxPdmoxSGs6bY/s400/PlanetBonuses.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Planet stats and bonus tooltips)</i></span></div>
<br />
Below is the updated interface for building facilities and expanding the colony. You can see the older window design with some more information about facilities <a href="http://www.galaxial.com/2012/08/planets-colonies.html" target="_blank">here</a>.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjECTfGBQgEWiWUbgHFpJLpQbC7rAoFQzbmG2jPIzBVD_cGDX5ukOaX1dDxdakZUMdWTAEFTfjv6kSKQx2mkDikIb6EmAdG9KjwbzdjP-9vKDhsazy9_ElGv9UDCOmvFmfWZCGcKq3SmbFy/s1600/Colony2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjECTfGBQgEWiWUbgHFpJLpQbC7rAoFQzbmG2jPIzBVD_cGDX5ukOaX1dDxdakZUMdWTAEFTfjv6kSKQx2mkDikIb6EmAdG9KjwbzdjP-9vKDhsazy9_ElGv9UDCOmvFmfWZCGcKq3SmbFy/s400/Colony2.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Colony facilities interface screen)</i></span></div>
<br />
<span style="font-size: large;"><b>Shipyard</b></span><br />
<br />
Next is the interface screen for building ships. It still needs some more work but the layout should stay mostly the same. Hovering over each design on the list to the right will show stats, build cost/time and details for the ship.<br />
<br />
Designs are added to the build queue by dragging them from the list
or by double clicking them. The build queue can also be rearranged by
dragging items around with the mouse.<br />
<br />
Adding some extra
columns to the designs list showing the build cost and time would be useful, but I dont think there will be enough space for so many columns. Unless I take away space from the left half of the window. The "Resources Required" box also needs some slight changes as its not really clear what the values mean. Example: "4192 / 12000" (resources required / available)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7y4LZ4VJuHOcp4ZXybnFTElD3qpnee2D7Kl06lrIuLMAEhrcVxdRdGms3NtD_K7L8FaITIkVjsXNP8j34UGzYZIFSjagWYJBZKIhVee2MHdXh0A3V4HAj2SmDEJ4-wZS7QqtQAvcnhrRt/s1600/Colony3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7y4LZ4VJuHOcp4ZXybnFTElD3qpnee2D7Kl06lrIuLMAEhrcVxdRdGms3NtD_K7L8FaITIkVjsXNP8j34UGzYZIFSjagWYJBZKIhVee2MHdXh0A3V4HAj2SmDEJ4-wZS7QqtQAvcnhrRt/s400/Colony3.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Shipyard interface screen)</i></span></div>
<br />
Each of the default ship designs currently have 5 variants (basic, standard, enhanced, advanced and prototype) This is determined by the quality of the modules that are fitted to the design. At the moment you can still build the obsolete designs after researching more advanced modules (more advanced modules cost more and take longer to build) So its a quantity vs quality / cheap vs expensive tradeoff when deciding what to build.<br />
<br />
This may possibly change to something simpler as I'm worried its too confusing and increases the number of designs you need to create and keep track of. I had thought about having single designs which are updated to use the latest modules as you research them, but then the costs and build time would probably have to stay the same and the ships using the design would be instantly upgraded.<br />
<br />
The other pages I didnt show (defence, refinery, research) still need some more work before thay are finished but are a lot more simple as they dont require much interaction.<br />
<br />
Thats all for now.<br />
Let me know if you have any good suggestions!<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com5tag:blogger.com,1999:blog-8451569447201119762.post-11845162016778932712013-03-08T10:38:00.001+00:002014-02-16T21:04:13.942+00:00Soundtrack Preview<div class="separator" style="clear: both; text-align: center;">
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<br />
<span style="font-size: large;"><b>Soundtrack</b></span><br />
<br />
The past couple of months I have been working closely with sound designer and composer Carl Butler <span style="font-size: small;">(<a href="http://soundcloud.com/temporalgeometry" target="_blank">Temporal Geometry</a>)</span> who has been creating the unique soundtrack to Galaxial.<br />
<br />
These are two tracks from the soundtrack to give you an idea of the musical style that will feature in the game. Enjoy!<br />
<br />
<iframe frameborder="no" height="166" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/135171768&color=ff5500&auto_play=false&hide_related=false&show_artwork=true" width="100%"></iframe>
<iframe frameborder="no" height="166" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/135171767&color=ff5500&auto_play=false&hide_related=false&show_artwork=true" width="100%"></iframe>
<br />
<br />In the finished game there will hopefully be over 5 hours of Carl's music! It is fairly ambitious to want to include so much but I feel it matches the huge scale of Galaxial and its unique graphical style very well.<br />
<br />
<span style="font-size: large;"><b>Music Player </b></span><br />
<br />
I have created an in-game music player/jukebox so you can easily select which track to play and rearrange the playlist order if you wish. Adding custom music to the playlist will also be supported. <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV2lH35i2nN_QDk5faICOmiAy_E4qjbFTJZxZ4-fs23Ld6Y43BB6U0Ev2ozYZdCcse5vrGtDW2aQ68NxmC3X4nRiyrQF-zrDKWS5iBwcTc4LFFYh7OfyGnRI_EcWze6Xo9ltcE_ginSLD0/s1600/MusicPlayer.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV2lH35i2nN_QDk5faICOmiAy_E4qjbFTJZxZ4-fs23Ld6Y43BB6U0Ev2ozYZdCcse5vrGtDW2aQ68NxmC3X4nRiyrQF-zrDKWS5iBwcTc4LFFYh7OfyGnRI_EcWze6Xo9ltcE_ginSLD0/s1600/MusicPlayer.png" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;">(The track names and duration text are just placeholders at the moment, for testing purposes)</span></div>
<br />
<span style="font-size: large;"><b>Sound Effects</b></span><br />
<br />
Carl will also be doing all the game sound effects, so the entire game audio should sound very cohesive using his own unique style. We will be working further on the sound effects over the coming months when more of the graphical content for the game such as ships, weapons and visual effects are finished.<br />
<br />
<span style="font-size: large;"><b>Giant Screenshots</b></span><br />
<br />
I have added the ability to export giant sized screenshots from within the game. This was mainly added so I could take very detailed high resolution images to use for promotional material. I also quite like exploring some of the larger images it can capture. (Transport Tycoon had this feature)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP6603Vm4Ni4Ko94iqYsk5T5brIcP9IcJaOEKz3han43TQOTahk_pFma6U2kQUKg5y_ytreJH_Z6Jkpoe__yWq6FmHFmP0QKrn92XpR8-glOXLBsI5FFzpcd7Q4yfDKAUapPSvrxqvV-O7/s0/GiantScreenshotGalaxy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP6603Vm4Ni4Ko94iqYsk5T5brIcP9IcJaOEKz3han43TQOTahk_pFma6U2kQUKg5y_ytreJH_Z6Jkpoe__yWq6FmHFmP0QKrn92XpR8-glOXLBsI5FFzpcd7Q4yfDKAUapPSvrxqvV-O7/s400/GiantScreenshotGalaxy.jpg" height="400" width="400" /></a><span style="font-size: x-small;"> </span><br />
<span style="font-size: x-small;">(Best viewed in an editor where you can zoom in and pan the image)</span><br />
<span style="font-size: x-small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP6603Vm4Ni4Ko94iqYsk5T5brIcP9IcJaOEKz3han43TQOTahk_pFma6U2kQUKg5y_ytreJH_Z6Jkpoe__yWq6FmHFmP0QKrn92XpR8-glOXLBsI5FFzpcd7Q4yfDKAUapPSvrxqvV-O7/s0/GiantScreenshotGalaxy.jpg" target="_blank">Direct Link to Fullsize Image</a> (6MB)</span></div>
<br />
Above is a giant screenshot of the galaxy view containing 500 sectors. The screenshot maximum size is currently set at 4096 x 4096 but I may also add an option for 8192 x 8192 although it will take a lot longer to save the file and may not work on some older graphics cards.<br />
<br />
Thats all for now. As always, would love to hear your feedback as development of the game progresses.<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com16tag:blogger.com,1999:blog-8451569447201119762.post-91389072766368723552013-02-24T17:41:00.000+00:002013-02-24T20:32:16.311+00:00Colony Development<br />
<b>Colony Interface Screen</b><br />
<b><br /></b>I have started work on the colony development features. This is a screenshot of how the colony interface screen currently looks.<br />
<br />
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<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Click image for fullsize version)</i></span></div>
<br />
I will go into each catagory in more detail, but I am hoping most of the values are quite self explanatory.<b> </b>In
the game you can hover over each of them with the mouse to display
tooltips with a full description and breakdown of how the values are
calculated. The buttons along the top are used for navigating to the different pages.<br />
<br />
<b>Population</b><br />
<br />
Each planet type has a maximum population it can support, temperate being the highest (7 to 15 billion depending on planet size) and volcanic the lowest (1 billion, due to less suitable building space)<br />
<br />
The maximum population values still need some adjusting. I
havnt much of an idea how many people ice, ocean, carbon and iron planets could
realistically sustain for example, assuming the advanced technology was available. <br />
<br />
Most commerce and income from a planet will come from a high population. But it will take quite some time for them to grow to the maximum it can sustain.<br />
<br />
Still unsure of how conquering planets will work exactly and whether the existing population gets eradicated, integrated into the conquering faction or something else entirely. There wont be troop invasions or ground battles.<br />
<br />
<b>Food</b><br />
<br />
For every 1 billion of population, the colony will require a single unit of food. If it doesnt have the required amount then the population will shrink. Having more than is required increases the rate at which the population will grow.<br />
<br />
Excess food produced at a colony gets added to the global empire-wide surplus value and then is imported at colonies which have a shortage. Any remaining surplus food available is spread evenly between all colonies to increase their population growth rate.<br />
<br />
<b>Happiness</b><br />
<br />
Happiness level determines the chance of revolt and has a big effect on the population growth rate. Even if you have enough food available, the colony wont grow unless the population is happy.<br />
<br />
There are lots of planet bonuses/penalties that can affect happiness, such as meteor showers, acid rain, seismic activity, planetary rings and many others.<br />
<br />
If the happiness level goes below 0-25% for too long it will risk triggering a rather nasty revolt penalty at the colony which lasts for some time. There probably wont be a feature where you can lose control of the colony to a revolt or rebellion however. Will maybe be added in a future update/expansion.<br />
<br />
<b>Luxury Trade Resources</b><br />
<br />
Colonising a planet which has a trade resource gives a happiness bonus to all colonies in your empire and a big boost to commerce at the planet, depending on which resource it is. Access to more than one of the same resource can be traded away to other empires and used in diplomacy. Having access to all of the luxury resources will provide a significant boost to happiness and population growth rates.<br />
<br />
<b>Commerce</b><br />
<br />
Commerce at the planet mainly comes from a high population<b> </b>or having access to valuable trade resources<b>. </b>Small amounts are generated from farming and natural resources, but these are more helpful during the early stages of colony development.<br />
<br />
You can change the tax rate at each colony, which will determine the percentage income you receive from the total commerce value. Setting it too high will decrease happiness which results in lower population growth rate and increased risk of a revolt.<br />
<br />
Colony income is added to the empires total credits (per second) Ships will also now have an upkeep cost rather than using the supply depot facilities briefly mentioned in an <a href="http://www.galaxial.com/2012/08/planets-colonies.html" target="_blank">earlier post</a>.<br />
<br />
Going into negative credits for too long will trigger a bankrupt penalty for all colonies and will be extremely damaging to your empire.<br />
<br />
<b>Upkeep</b><br />
<br />
Colonies on the easily colonisable planet types will cost the less to support while the more hostile environments such as volcanic, iron and carbon will be a lot more expensive.<br />
<br />
<b>Farming</b><br />
<br />
You can only build and upgrade farming on barren, temperate, ocean (fisheries) and jungle planet types. Each can produce varying amounts, jungle being the highest. To produce food on the other less hospitable planet types you need to build Hydroponic facilities. These will use up valuable colony building slots. Developing dedicated farming colonies will be a good strategy.<br />
<br />
<b>Resources </b><br />
<br />
These are not metal resources that you can use to build things, but natural resources which benefit commerce and increases the planet income. Resource rich planets like iron, carbon and volcanic will have the highest values.<br />
<br />
With the addition of food and trade resources as well as the modules, ore and metals from mining I'm starting to distance myself from the <a href="http://www.galaxial.com/2012/04/resource-and-items-management.html" target="_blank">earlier idea</a> of having everything needing to be transported by ship rather than getting added to a hidden global resource pool as in most RTS games.<br />
<br />
Its possible that it could get too complicated or annoying to manage ship transport and getting the AI to do all of it intelligently could be difficult.
This isnt an announcement that I'm removing the transporting resources
feature, just that I have concerns with it and may ultimately be changed
once its been tested with everything else working together. However I will do my best to try keep the feature as I really like it.<br />
<br />
<br />
There is still some work to get colony development properly implemented so let me know if you see any obvious problems or feedback you might have.<br />
<br />
You can now also follow the development of <a href="http://www.facebook.com/Galaxial" target="_blank">Galaxial on Facebook</a> where I have created a page.Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com11tag:blogger.com,1999:blog-8451569447201119762.post-48120009273058680262013-02-06T14:07:00.000+00:002013-02-06T14:13:47.024+00:00Alternative Planetary RingsThis is a follow on from the <a href="http://www.galaxial.com/2013/02/recent-updates-5.html" target="_blank">previous post</a> in case you havn't already seen that.<br />
<br />
Made some more changes to the planetary rings by removing the 3D effect which made them look like they went behind the planet. They now look flat and circular, which I think fits much better with the graphical style of the game.<br />
<br />
This also means I can put small ice asteroids within the ring, which could possibly be used as a resource for something in the game. <br />
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<br />
I am going to create new graphics for the ice asteroids/chunks which will be a bit smaller than in the screenshots and look more like sharp ice. At the moment they are using the same graphics as the ore asteroids. <br />
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<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com25tag:blogger.com,1999:blog-8451569447201119762.post-41852228216949276652013-02-05T21:58:00.005+00:002013-02-06T11:54:22.166+00:00Recent Updates #5Some of the things I have been working on over the past few weeks.<br />
<br />
<span style="font-size: large;"><b>Planetary Rings </b></span><br />
<br />
Finished creating the planetary ring graphics for planets. The rings are procedurally rendered so the gaps in the ring are not always in the same place. At the moment the rings use a similar colour to the sector background as I havn't yet found any decent colours to make them. (apart from white)<br />
<br />
I tried placing smaller ice asteroids around the ring but it looked really bad, so removed them.<br />
<br />
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<br />
Apparently its possible (but incredibly rare) for there to be multiple rings with one larger than the other, so I added them also. Although I'm not sure if they will stay... I still have doubts that the style of the rings dont go with the rest of the game, so let me know what you think.<br />
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<br />
Planets can now be rendered in different sizes. This will be used as a visual indication for the maximum population they can support. I have also added another 3 planet types, Barren, Jungle and <a href="http://en.wikipedia.org/wiki/Carbon_planet" target="_blank">Carbon</a>! so there are now 8 types in total.<br />
<br />
<span style="font-size: large;"><b>Audio</b></span><br />
<br />
The music player/jukebox interface is almost finished. With it you can select individual tracks to play and re-order the playlist. Custom music can also be added to the playlist, but needs to be done from outside the game.<br />
<br />
Added data pack file support, which is just going to be used for the music. All other game data is easily accessible for modding.<br />
<br />
Added random pitch variation support so repetitive sound effects dont sound too similar. From the data files you can specify how much the pitch can vary for that particular item/weapon etc.<br />
<br />
<span style="font-size: large;"><b>Other Stuff</b></span><br />
<ul>
<li>Wreckage can now be selected, targeted and salvaged by ships using a Salvager module.</li>
<li>Fixed collision detection for really fast projectiles and missiles, so they dont fly straight through their target.</li>
<li>Created slider widget for the user interface.</li>
<li>Cargohold interface screens.</li>
<li>Minor sound engine overhaul.</li>
<li>Changed the blog address to <a href="http://www.galaxial.com/">www.galaxial.com</a> (old address still works but will redirect)</li>
</ul>
<br />
<span style="font-size: large;"><b>Planet & Colony Development</b></span><br />
<br />
I dont tend to write many really extensive design documents when developing the game, but I have done for the planet and colony development system. It will certainly be a lot more in-depth than I had originally planned and will include:<br />
<br />
<ul>
<li>Population growth</li>
<li>Food</li>
<li>Happiness</li>
<li>Commerce </li>
<li>Research</li>
<li>Planet bonuses</li>
<li>Trade & Strategic resources</li>
</ul>
<br />
It's all looking really good from the design documents (spreadsheets) and next I will be starting to implement it all, which should be fun!<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com3tag:blogger.com,1999:blog-8451569447201119762.post-68227530520750894592013-01-21T13:34:00.003+00:002013-01-21T14:07:56.355+00:00Recent Updates #4Here is some of the features I have been working on over the past week.<br />
<br />
<span style="font-size: large;"><b>Asteroid Colour Variations</b></span><br />
<br />
<span style="font-size: small;">Added some slight colour variations to asteroids of the same rarity (common, precious etc.)</span> so that they are now different shades of the original colour. I think this makes them look a bit more varied and realistic. It doesnt look that different from the screenshots below, but its a lot more noticeable actually in-game.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNbDzCY_O2eXE47KZSuzMfBi7AceDl3YHH6POlZR4Gk6rI4K55jlM1hdSwhqcmRKaN5nXJKwl0qO2bHWX8qdm_wbckBjkMN5Do4V-x3FadgqTXs3CV8EHBDc0X20pLhKGkuUEaZOGg5gVC/s1600/AsteroidColour1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNbDzCY_O2eXE47KZSuzMfBi7AceDl3YHH6POlZR4Gk6rI4K55jlM1hdSwhqcmRKaN5nXJKwl0qO2bHWX8qdm_wbckBjkMN5Do4V-x3FadgqTXs3CV8EHBDc0X20pLhKGkuUEaZOGg5gVC/s400/AsteroidColour1.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(With colour variation)</i></span></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4gMvLK7r8x1mq6EX3pCrC5lsG0yx59H1CfGOJTWQObEQewY_dCiLokRzflsQnJ9jgE3pQHkhkuZqiUaAwfTrcx9wGldcP-WemE96yYn_umIO6Auz80e8Q9pTTSUGLnpjsmw83OVr1EvhW/s1600/AsteroidColour2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4gMvLK7r8x1mq6EX3pCrC5lsG0yx59H1CfGOJTWQObEQewY_dCiLokRzflsQnJ9jgE3pQHkhkuZqiUaAwfTrcx9wGldcP-WemE96yYn_umIO6Auz80e8Q9pTTSUGLnpjsmw83OVr1EvhW/s400/AsteroidColour2.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(What asteroids looked like before)</i></span></div>
<br />
Also created an extra asteroid set to add some more variation, so that you wont notice asteroid graphics being repeated as often.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjji0cmt694XCOwhl0iQjGbn_mZqRrtdVZ9BoGwORkpTMCSFtEMhHJJ36shs7dXqxpxTA0AVugjPAXrcTqdqA6afFBmoYhZgFneSUidnrNLAAbQa6UqKtjB7wk7bUKVUxwnc9dpGQmleq-/s1600/AsteroidSet4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjji0cmt694XCOwhl0iQjGbn_mZqRrtdVZ9BoGwORkpTMCSFtEMhHJJ36shs7dXqxpxTA0AVugjPAXrcTqdqA6afFBmoYhZgFneSUidnrNLAAbQa6UqKtjB7wk7bUKVUxwnc9dpGQmleq-/s400/AsteroidSet4.png" width="400" /></a></div>
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<br /></div>
<span style="font-size: large;"><b>Sector and Galaxy Colours</b></span><br />
<br />
<span style="font-size: small;">Fine tuned the sector and galaxy background colours</span> as some of them seemed either too bright or dull. I also re-written most of the code and the data file format so that its simpler to modify them or add extra colours through modding.<br />
<br />
<span style="font-size: large;"><b>Railgun and Salvaging Modules</b></span><br />
<br />
<span style="font-size: small;">Started to create the visual effects for railguns and salvaging modules. I had to re-write most of the engine/missile trail code</span> so that it could be used for other more general purpose effects. The railgun projectiles will leave a faint trail behind them. It's not quite finished yet so theres no screenshot of the railgun effects.<br />
<br />
With salvaging modules fitted, a ship will be able to reclaim resources from the wreckage left over from battle. Once the salvaging module has finished working on a part of wreckage, the reclaimed resources get put into the ships cargo and they can then unload them at a colony. The player controlled ship also needs to be able to do this, so wreckage objects have to become targetable (with the mouse) for the salvaging modules to work.<br />
<br />
This could become a problem as I dont want wreckage to become in the way when you are trying to select an enemy ship that is behind it. Smaller objects are always rendered in front of larger ones.<br />
<br />
I will be working further on wreckage salvaging this week.<br />
<br />
<span style="font-size: large;"><b>Rendering Optimisation</b></span><br />
<br />
Spent a bit of time profiling and optimising the object rendering code (ships, asteroids, wreckage) now that I have finished making changes to them and made some small improvements to the overall framerate. <br />
<br />
All the objects are rendered using the <a href="http://en.wikipedia.org/wiki/Painter%27s_algorithm" target="_blank">Painters Algorithm</a> which is rather inefficient. This makes it incredibly difficult to batch objects and render them all in one go. There is a lot of texture swapping and individual draw calls for each object.<br />
<br />
Earlier in the development of the game I experimented rendering objects using the z-buffer. It didnt work very well and introduced artifacts and sharp edges around the depth mask for each object. All objects require transparency sorting, so have to use the painters algorithm for rendering.<br />
<br />
Although the rendering technique is rather inefficient it still runs very fast, even on the older graphics cards I tested on.<br />
<br />
For example, I ran the stress test on an older laptop which has an Intel Celeron T3500 (2.1 ghz, 2 cores) with a Geforce 8200m (not great for gaming) and the framerate was stable between 40 and 70 FPS, depending on how zoomed out the camera is. Not so good when v-sync was turned on, as it then went down to 30.<br />
<br />
The stress test scenario has 50 sectors with 100 ships fighting at the same time in each of them (5,000 total) Ship movement, AI and combat is simulated in full detail even when you are not in the same sector to see it.<br />
<br />
Compared with my development computer which is 4 years old now (AMD Phenom X4 9950, Geforce GTX 260) it runs the same stress test between 110 and 220 FPS. Thats with v-sync disabled and max settings.<br />
<br />
Older single core CPU's likely wont run Galaxial very well. Especially the games with larger galaxies that have many thousands of ships. The game is heavily multi-threaded and benefits greatly from a (fast) 2 core or 4 core processor.<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com5tag:blogger.com,1999:blog-8451569447201119762.post-67186955246266311542013-01-13T19:26:00.000+00:002013-01-21T11:32:11.510+00:00Recent Updates #3<span style="font-size: small;">Quick update with a few things I've been working on recently.</span><br />
<br />
<span style="font-size: small;">The past few weeks have mainly been spent cleaning up and re-writing large chunks of code</span> including the ship AI and transitioning everything over to the new window interface system.<br />
<br />
<b><span style="font-size: large;">Colour Banding</span></b><br />
<br />
I added some dithering/gaussian noise to hide the <a href="http://en.wikipedia.org/wiki/Colour_banding" target="_blank">colour banding</a> thats noticeable on some gradients in the game. The sector backgrounds and galaxy map screen were particulary affected by this. I was quite reluctant to do this as when you zoom in you can clearly see the noise, which really doesnt go with the 'smooth gradient' visual style of the game.<br />
<br />
I will perhaps make the dithering/noise optional so you can turn it off if you want. (for 30-bit colour monitor users!)<br />
<br />
<span style="font-size: large;"><b>Interface Windows</b></span><br />
<br />
I have been improving the layout and design for many interface windows, it involves lots of trial and error to get everything pixel perfect. The screenshot below shows the new ship orders window.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwM0NE1pFNrpy3HKC0rX3FMpqITWtJMhkBLJakJTHZ2P6ZVBo_WdLCkxKuCnJ7-08uejMwMDQYnL6enj4Cw3EkhscSi7CojrhbrTH8r05rIT3PEajYSSczwryx3ibxyucDtjSO5DkpQDuB/s1600/OrdersWindow.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwM0NE1pFNrpy3HKC0rX3FMpqITWtJMhkBLJakJTHZ2P6ZVBo_WdLCkxKuCnJ7-08uejMwMDQYnL6enj4Cw3EkhscSi7CojrhbrTH8r05rIT3PEajYSSczwryx3ibxyucDtjSO5DkpQDuB/s400/OrdersWindow.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(Click for fullsize)</i></span></div>
<br />
Ships with a transport order can now (optionally) load cargo at the second waypoint if you dont want them to return empty.<br />
<br />
<span style="font-size: large;"><b>Music</b></span><br />
<br />
I am also looking to license a unique soundtrack of over 4 hours of
atmospheric/spacey electronic ambient music for the game. Theres still a
few more details to finalise so cant provide any samples here yet.<br />
<br />
The next few weeks I'm going to start working on some of the more gameplay related stuff as I'm rather sick of user interface programming at the moment. It's so time consuming.<br />
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com9tag:blogger.com,1999:blog-8451569447201119762.post-25167188829507122512012-12-23T20:48:00.001+00:002013-05-11T11:13:38.330+01:00User Interface Customisation<div style="text-align: left;">
Recently I have been improving the user interface for Galaxial and it has undergone a lot of changes.<br />
<br />
I was having trouble deciding which colour scheme to use, so I made the user interface customisable so that you can choose the one you like best from the options menu. <br />
<br />
Below are screenshots of the colour schemes I have made so far. <span style="font-size: small;">The test window shown is for checking that all the user interface widgets work and to see they look.</span> Also windows are no longer static so they can now be overlapping, moved, minimised and closed.<br />
<b><br /></b></div>
<div style="text-align: center;">
<span style="font-size: large;"><b>Default </b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6rD6y_EAaNDAACm92IEC3OUnE-5M6Nhs-oQFOoJrKN9f7CIp0HQdmm45_Ns3maloAJ-J-cI0kfBZqhgchq4uqKN7_SNxg9lhZxTTRwaJUKShyphenhyphen2bPIlqI3Kw-K6xgArR6wklybyJBZ19Mu/s1600/Default.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6rD6y_EAaNDAACm92IEC3OUnE-5M6Nhs-oQFOoJrKN9f7CIp0HQdmm45_Ns3maloAJ-J-cI0kfBZqhgchq4uqKN7_SNxg9lhZxTTRwaJUKShyphenhyphen2bPIlqI3Kw-K6xgArR6wklybyJBZ19Mu/s1600/Default.png" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><b>Dark </b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghs4zg49Vgl1WC-I0WUL8urWBblp8fEdwgCtqx1l8Zokd6EH9Xz8qVdmMPuvR7CxNQSnHBqfLl_36-ioQUgn8mVPpuBQDn4ocD3YBB2h1Guqz0m_8YfWX4DYehXkQfxdWhC-aTCjvpVV7-/s1600/Dark.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghs4zg49Vgl1WC-I0WUL8urWBblp8fEdwgCtqx1l8Zokd6EH9Xz8qVdmMPuvR7CxNQSnHBqfLl_36-ioQUgn8mVPpuBQDn4ocD3YBB2h1Guqz0m_8YfWX4DYehXkQfxdWhC-aTCjvpVV7-/s1600/Dark.png" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><b>Slate</b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3-gC-9HXuqQvuqz-p51xHR4c_cG2HzSI3WDy4g3oSAsAhm3B0IVtEHrLitKY1y9n18JwiKZG24K_LA6wvdAckxQmXeeeNv1K_4aHl8VXV_1syvH7wyt_S0kflj97K652M-PkaVZuvIWlk/s1600/Slate.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3-gC-9HXuqQvuqz-p51xHR4c_cG2HzSI3WDy4g3oSAsAhm3B0IVtEHrLitKY1y9n18JwiKZG24K_LA6wvdAckxQmXeeeNv1K_4aHl8VXV_1syvH7wyt_S0kflj97K652M-PkaVZuvIWlk/s1600/Slate.png" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><b>Teal </b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5I3wA6XqzOh1mMb2lhwmiNeJ_8SCGWLaeH5OG7dNFC0GW0uFgDybLMqSuLXUT-BhMUGnxeP0MN396P2TsyUsPVcVBVXf7Q_Ij2LhbpDP6-HvzzAOo4W3QJqTRH19YvNcNoMilR3jSg8ld/s1600/Teal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5I3wA6XqzOh1mMb2lhwmiNeJ_8SCGWLaeH5OG7dNFC0GW0uFgDybLMqSuLXUT-BhMUGnxeP0MN396P2TsyUsPVcVBVXf7Q_Ij2LhbpDP6-HvzzAOo4W3QJqTRH19YvNcNoMilR3jSg8ld/s1600/Teal.png" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><b>Grey</b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7Wo9vciG7cG2jhsTd8cQ7vuew8Jfnf8g3imG5mOsWluLxE8QTs86ubGqmZNHMMVL7owLMlN4WuDBBM5P98vLvfB7zsxw6TpvvvNEkOymywi7Z8HzMvCFQ2M7CV4xJNfiEwZLoW9lQv-c2/s1600/Grey.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7Wo9vciG7cG2jhsTd8cQ7vuew8Jfnf8g3imG5mOsWluLxE8QTs86ubGqmZNHMMVL7owLMlN4WuDBBM5P98vLvfB7zsxw6TpvvvNEkOymywi7Z8HzMvCFQ2M7CV4xJNfiEwZLoW9lQv-c2/s1600/Grey.png" /></a></div>
<div class="brush:php;gutter: false;">
<br /></div>
<div class="brush:php;gutter: false;">
<span style="font-size: large;"><b>Example Colour Scheme File</b></span></div>
<div class="brush:php;gutter: false;">
<br /></div>
Galaxial is being developed so that its very mod-friendly. Below is an example XML file for one of the colour schemes to give you an idea how much control you can have over the appearance, if you wanted to add your own or modify the existing ones.<br />
<br />
The widget graphics (buttons/windows etc.) are procedurally rendered so unfortunately you wont be able to change the style completely. Just the colours.<br />
<pre class="brush:php;gutter: false;"> </pre>
<pre class="brush:php;gutter: false;"><?xml version="1.0" encoding="utf-8"?>
<uicolourscheme>
<name>Dark</name>
<!-- Window Widget -->
<window>
<colour background="48,48,48" outline="255,255,255" shadow="0,0,0" />
<titlebar>
<active>
<colour background="32,32,32" button="32,32,32" />
<text foreground="255,255,255" background="0,0,0" shadow="true" />
</active>
<inactive>
<colour background="64,64,64" button="64,64,64" />
<text foreground="224,224,224" background="0,0,0" shadow="true" />
</inactive>
</titlebar>
</window>
<!-- Button Widget -->
<button>
<colour glow="224,224,224" />
<active>
<colour background="32,32,32" image="255,255,255" outline="255,255,255" />
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</active>
<disabled>
<colour background="64,64,64" image="128,128,128" outline="255,255,255" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
<basic>
<colour highlight="224,224,224" />
<active>
<colour background="32,32,32" border="0,0,0" />
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</active>
<disabled>
<colour background="64,64,64" border="0,0,0" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
</basic>
</button>
<!-- Checkbox Widget -->
<checkbox>
<colour highlight="64,64,64" />
<active>
<colour background="32,32,32" border="0,0,0" image="255,255,255" />
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</active>
<disabled>
<colour background="64,64,64" border="0,0,0" image="128,128,128" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
</checkbox>
<!-- Combobox Widget -->
<combobox>
<colour highlight="64,64,64" shadow="0,0,0" />
<active>
<colour background="32,32,32" border="0,0,0" image="255,255,255" />
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</active>
<disabled>
<colour background="64,64,64" border="0,0,0" image="128,128,128" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
</combobox>
<!-- Groupbox Widget -->
<groupbox>
<background>true</background>
<colour outline="0,0,0" background="32,32,32" />
<text foreground="255,255,255" background="0,0,0" shadow="true" />
</groupbox>
<!-- Label Widget -->
<label>
<small>
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</small>
<large>
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</large>
</label>
<!-- Progressbar Widget -->
<progressbar>
<active>
<colour background="32,32,32" bar="64,64,64" outline="255,255,255" />
<text foreground="255,255,255" background="0,0,0" shadow="true" />
</active>
<disabled>
<colour background="32,32,32" bar="64,64,64" outline="255,255,255" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
</progressbar>
<!-- Scrollbar Widget -->
<scrollbar>
<colour glow="64,64,64" slider="32,32,32" />
<active>
<colour background="64,64,64" button="32,32,32" image="255,255,255" outline="255,255,255" />
</active>
<disabled>
<colour background="64,64,64" button="32,32,32" image="128,128,128" outline="255,255,255" />
</disabled>
</scrollbar>
<!-- Textbox Widget -->
<textbox>
<colour selection="64,64,64" focus="255,255,255" />
<active>
<colour background="32,32,32" border="0,0,0" />
<text foreground="255,255,255" background="0,0,0" shadow="false" />
</active>
<disabled>
<colour background="32,32,32" border="0,0,0" />
<text foreground="128,128,128" background="0,0,0" shadow="false" />
</disabled>
</textbox>
<!-- Treeview Widget -->
<treeview>
<colour background="32,32,32" border="0,0,0" selection="64,64,64" text="255,255,255" line="0,0,0" />
</treeview>
</uicolourscheme></pre>
<br />
Thats all for now, as always let me know what you think and have a happy Christmas!Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com2tag:blogger.com,1999:blog-8451569447201119762.post-32105388418730135812012-11-30T17:09:00.000+00:002012-11-30T17:09:20.934+00:002012 IOTY Awards<div style="text-align: center;">
<iframe frameborder="0" height="262" src="http://www.indiedb.com/games/widget/ioty/galaxial?year=2012" style="background: #000; border: none;" width="466"></iframe><br /></div>
<br />
The 2012 Indie of the Year Awards have started over at IndieDB, where you can support the developers by voting for your favourite games and upcoming projects!<br />
<br />
<div style="text-align: left;">
<a href="http://www.indiedb.com/events/2012-indie-of-the-year-awards" target="_blank">http://www.indiedb.com/events/2012-indie-of-the-year-awards</a></div>
Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com4tag:blogger.com,1999:blog-8451569447201119762.post-78350207018394013992012-11-13T18:10:00.000+00:002012-11-13T18:44:19.144+00:00Ship CustomisationI've made some improvements to the ship graphics style so that they now look better for paint scheme customisation.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrAuC7MAt2_uJduNX3epxmmFMB8AMxWuDnAAxR-4X_1ruqdJBzjqQik3h9BOD8d0orDkTHLE49UDK7WlBym_jDfY_lJ5mfjx__LOvJ8umYp9IlZX21h9rwKwn4AEK1QHaD4FlS4O8L00q1/s1600/Cruiser.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrAuC7MAt2_uJduNX3epxmmFMB8AMxWuDnAAxR-4X_1ruqdJBzjqQik3h9BOD8d0orDkTHLE49UDK7WlBym_jDfY_lJ5mfjx__LOvJ8umYp9IlZX21h9rwKwn4AEK1QHaD4FlS4O8L00q1/s400/Cruiser.png" width="400" /></a></div>
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<div style="text-align: center;">
<span style="font-size: x-small;"><i>(High resolution rendering)</i></span></div>
<br />
The ships now have thick interior lines to seperate the two main areas that can be painted and I reduced the amount of bright glow around the outside so that the paint schemes dont look too white, although this does make them look more flat.<br />
<br />
Weapon turrets, shields and engine trails can be customised to the colour you want as well.<br />
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Heres screenshots showing some different colour variants:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGQkbmkdVPcj3EJsxQ43uQFEyPaKY_wYhwnzDFTxvTOUu6EJW1M0IR3O1ZpFNs3OlJ7ONU2IwcNdhXxyiDiuKPgBqp_xumG-1rrnZBD21bkDjqsjpN1HEAMntDKvPI-1_MYIAMuznxt-ug/s1600/Grey.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGQkbmkdVPcj3EJsxQ43uQFEyPaKY_wYhwnzDFTxvTOUu6EJW1M0IR3O1ZpFNs3OlJ7ONU2IwcNdhXxyiDiuKPgBqp_xumG-1rrnZBD21bkDjqsjpN1HEAMntDKvPI-1_MYIAMuznxt-ug/s400/Grey.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtlC02I84x5cCjPbylH5iFRE_rEAqH9IYcEuzvViIK7stOeCwCP3JZN9NFb_gPpJllL6Vu3zCNhNgglrax1kegWhPbbLq-J1aUdCAI4s09BBuDzo-24vo7v1XMWxjc5brQPey_Cq-s6VgY/s1600/Green.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtlC02I84x5cCjPbylH5iFRE_rEAqH9IYcEuzvViIK7stOeCwCP3JZN9NFb_gPpJllL6Vu3zCNhNgglrax1kegWhPbbLq-J1aUdCAI4s09BBuDzo-24vo7v1XMWxjc5brQPey_Cq-s6VgY/s400/Green.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCpWymJjf1bfQis5HpIZjexilLS_s-t0HJsTnN7L-068hZu8mNqgxL-edsQxRjSd1kc8scIYm7mMezvBKPDTi_xk8g2AiMPcHnZJNbUysbWFGdhRMQv_o2gWuAPV6-w1RosSyS9lyBGKR0/s1600/Purple.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCpWymJjf1bfQis5HpIZjexilLS_s-t0HJsTnN7L-068hZu8mNqgxL-edsQxRjSd1kc8scIYm7mMezvBKPDTi_xk8g2AiMPcHnZJNbUysbWFGdhRMQv_o2gWuAPV6-w1RosSyS9lyBGKR0/s400/Purple.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcVslHfqW_ccayMaksryMRrDh_Vu6hIC3ks2H_4FbyWYvMU9WgMaEB-ZE7v_19FGUE-BZSbkNjLE8HBVQpJ6DolH7DoAyGIeBrYbjV3iTEpEfs6jH1zZqMEox8BMVfNPpiD05u49N7ozcP/s1600/BlueOrange.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcVslHfqW_ccayMaksryMRrDh_Vu6hIC3ks2H_4FbyWYvMU9WgMaEB-ZE7v_19FGUE-BZSbkNjLE8HBVQpJ6DolH7DoAyGIeBrYbjV3iTEpEfs6jH1zZqMEox8BMVfNPpiD05u49N7ozcP/s400/BlueOrange.png" width="400" /></a></div>
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<br />
Some colours look really awful (black, dark colours) due to how they are multiplied with the base texture, so I may just provide a very large selection of colours that are suitable (but still moddable if you want to edit them) rather than using an unrestricted RGB colour picker to choose.<br />
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I was considering making projectiles, missile trails and weapon effects customisable so you can see if it is an enemy firing or one of your own ships. However I think its good to see the type of weapons the enemy is using just from its visual effects (yellow for cannons, red for lasers etc.) so not sure I will change this...<br />
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Let me know what you think!Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com13tag:blogger.com,1999:blog-8451569447201119762.post-60959232617259001982012-11-07T19:07:00.002+00:002013-01-21T11:31:32.283+00:00Recent Updates #2Some parts of the game I have been working on recently.<br />
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<span style="font-size: large;"><b>Galaxy Changes</b></span><br />
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I've been having some design problems with the way ships warp around inside star systems for them to reach jumpgates, so I have decided to make some major changes to the way the galaxy is structured and connected together.<br />
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At each location on the main galaxy map there will now be a single planet or sector instead of an entire star system containing multiple planets. This will remove a zoom level, so it now goes <i><b>galaxy > sector</b></i> instead of <b><i>galaxy > system > sector</i></b>.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNfdzGp4ItzjQWuRCGB0_XjSZBJaULPvKi-KDtPFedYGxLB0Qw2iOEThCtmjxq3yjH2uDpNBcwTna-FzsQ8H3uMj4XsmlZKOcCd2-p-busHlfAbry64diaJatH4uRVjlERWFjaiW6awxpd/s1600/GalaxyMap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNfdzGp4ItzjQWuRCGB0_XjSZBJaULPvKi-KDtPFedYGxLB0Qw2iOEThCtmjxq3yjH2uDpNBcwTna-FzsQ8H3uMj4XsmlZKOcCd2-p-busHlfAbry64diaJatH4uRVjlERWFjaiW6awxpd/s400/GalaxyMap.png" width="400" /></a></div>
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<span style="font-size: x-small;"><i>(Circles on the galaxy map now represent individual planets instead of entire star systems)</i></span></div>
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The jumpgates have been moved to inside the planet sectors (there are as many jumpgates as there are links on the galaxy map to the sector), so ships no longer warp around the system to reach a jumpgate sector (like EVE Online) It is now more
like the game X3 where you can see all ships and where they are travelling to in a single sector. </div>
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These changes should make it easier and less complicated to see where all your ships are and the places that need assistance. It will also bring a lot more life to the sectors so they dont feel empty as well as making the maximum galaxy sizes even larger.</div>
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<span style="font-size: large;"><b>Jumpgates</b></span></div>
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Graphics for the jumpgates are mostly finished although I havn't yet made the visual
effects for when ships make a jump. The lights around the outside of the gate shows if the connected sector is friendly, hostile, allied or neutral. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Xt2c2JbyfXPlYz-oRgmV3AQqg3tKqtlp-8y9bTg4f3n-y5SP22kR0IH1y6lbmtvUn8nPZlapzJ914awre5sVxFll7xBPDTagG-tCn9UA_81Hy-fN3rrDd41k5mQpLtfaH3QtWNu33W_m/s1600/Jumpgate.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Xt2c2JbyfXPlYz-oRgmV3AQqg3tKqtlp-8y9bTg4f3n-y5SP22kR0IH1y6lbmtvUn8nPZlapzJ914awre5sVxFll7xBPDTagG-tCn9UA_81Hy-fN3rrDd41k5mQpLtfaH3QtWNu33W_m/s400/Jumpgate.png" width="400" /></a></div>
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<span style="font-size: large;"><b>Main Menu</b></span><br />
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The main menu and loading screens are now working although the title text may change to something a bit better later on. Planning to also add some big randomised ship battles to watch in the background.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSclWGO2OfXNN1eYR6_xT6wONNBxbUBy18vprEQ8w0LVb3GbIl0J-cwa3zUHj_ZNpGaOGpez64sWIahVIJ9G2oPgazGK7iJVFOaMt3zbY-MePl6WNPjQIY175STrVVnTomKsxpPVOKq339/s1600/MainMenu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSclWGO2OfXNN1eYR6_xT6wONNBxbUBy18vprEQ8w0LVb3GbIl0J-cwa3zUHj_ZNpGaOGpez64sWIahVIJ9G2oPgazGK7iJVFOaMt3zbY-MePl6WNPjQIY175STrVVnTomKsxpPVOKq339/s400/MainMenu.png" width="400" /></a></div>
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<span style="font-size: large;"><b>Console</b></span><br />
<br />
Added a console interface that can
execute commands to help with testing, changing global settings,
spawning ships/objects or for cheating.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSVTLyCtWfnrwh4uUcdM2TSFsr-nLx9PyIHrw4Am09QLrQN1wNCu99eIrh2IL0zrStd7UXArSTLBPhiANvTYohUY8YuG165t2l_A6MFAEqqCz_udmJ_GDI_z5IWVoDWaWHhJZqugs59Chm/s1600/Console.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSVTLyCtWfnrwh4uUcdM2TSFsr-nLx9PyIHrw4Am09QLrQN1wNCu99eIrh2IL0zrStd7UXArSTLBPhiANvTYohUY8YuG165t2l_A6MFAEqqCz_udmJ_GDI_z5IWVoDWaWHhJZqugs59Chm/s400/Console.png" width="400" /></a></div>
Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com7tag:blogger.com,1999:blog-8451569447201119762.post-4868628162889212882012-08-24T18:28:00.001+01:002012-08-24T18:54:01.703+01:00Planets & Colonies<span style="font-size: small;">I havn't had much new stuff to post about recently so here's some information about colonies, facilities and the different planet types.</span><br />
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<span style="font-size: large;"><b>Colonies</b></span><br />
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Each colony starts with a single space to build a facility but can be upgraded to 6 in total. Multiple facilities of the same type increase their efficiency so its
best to specialise each colony according to its planet bonus. These are the facilities that you can currently build:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgGz6aQe76S_MfjK4unopSICagmj5F-LsZaUo6VZmt4Lp0EBCXcb5UyVgOOuwqoycXE5eiqej0IuvtpI-xxe-jp0sUdxrRmvTWjNHXwVwHMOBE66mgiMJ8tPXof52wWjeBH-VY8oki1F64/s1600/Facilities.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgGz6aQe76S_MfjK4unopSICagmj5F-LsZaUo6VZmt4Lp0EBCXcb5UyVgOOuwqoycXE5eiqej0IuvtpI-xxe-jp0sUdxrRmvTWjNHXwVwHMOBE66mgiMJ8tPXof52wWjeBH-VY8oki1F64/s1600/Facilities.png" /></a></div>
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I could possibly add other types of facility in the future for population, food, trade etc. but for now I would like to keep it fairly simple.<br />
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<span style="font-size: small;">Below is </span><span style="font-size: small;">the interface screen for upgrading the colony and building new facilities.</span> <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheEIG479Vbg_-7vDdtMehR27KcFnq_tcIWQRWJ12l-axP3n2vLEkVPsbxsa0nrJDmJjVskxd5XoDlLTnJfF-uMo0A6F3iputiQnu39bJsI-5ACga6zdZxTBz1BRaURHMAoKnRJQw6zOxpA/s1600/ColonyInterface.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheEIG479Vbg_-7vDdtMehR27KcFnq_tcIWQRWJ12l-axP3n2vLEkVPsbxsa0nrJDmJjVskxd5XoDlLTnJfF-uMo0A6F3iputiQnu39bJsI-5ACga6zdZxTBz1BRaURHMAoKnRJQw6zOxpA/s400/ColonyInterface.png" width="400" /></a></div>
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<br />
<span style="font-size: large;"><b>Planet Types</b></span><br />
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<span style="font-size: small;">Each of the different planet types will provide a certain bonus to the colony facilities built there. </span><br />
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<span style="font-size: small;">Bonuses stack with the facilities you build, so for example 6 shipyards built at a desert colony will construct ships at 450% the normal speed. Some bonuses may need to change slightly if I find them to be too powerful.</span><br />
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<div style="text-align: center;">
<b>Temperate</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqrX58Xwg8SIi2jQ_venc8byPza2ICAq-VtZJ8OfN8CjhadjtKtc-ISPI5vBp81ABRPkRyl8hrZ0mRF_6S8C5IlTSaO9wlLQaOa7G4ojEGCwGnKuOsuWwBItahDSZvaJrm90Uc10JHuBHl/s1600/PlanetTemperate.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqrX58Xwg8SIi2jQ_venc8byPza2ICAq-VtZJ8OfN8CjhadjtKtc-ISPI5vBp81ABRPkRyl8hrZ0mRF_6S8C5IlTSaO9wlLQaOa7G4ojEGCwGnKuOsuWwBItahDSZvaJrm90Uc10JHuBHl/s200/PlanetTemperate.png" width="200" /></a></div>
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<div style="text-align: center;">
</div>
<div style="text-align: center;">
<i>+50% Ship Supply </i></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Desert</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI4xB2Ug1uPNI_5RFRKWkKbD2wwvlAOPC3z2sUOYoEePJUP-46SwuFRxOhfcbaOq7oOHCRhzhcxB8hPIT_auvtOcedmwwplPzlc-iPpX6_oilIeV9jcJXCfOg88O7VBmvHuezuI0Ydi20G/s1600/PlanetDesert.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI4xB2Ug1uPNI_5RFRKWkKbD2wwvlAOPC3z2sUOYoEePJUP-46SwuFRxOhfcbaOq7oOHCRhzhcxB8hPIT_auvtOcedmwwplPzlc-iPpX6_oilIeV9jcJXCfOg88O7VBmvHuezuI0Ydi20G/s200/PlanetDesert.png" width="200" /></a></div>
<div style="text-align: center;">
<i>+50% Ship Construction Speed</i></div>
<div style="text-align: center;">
<b> </b></div>
<div style="text-align: center;">
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<div style="text-align: center;">
<b>Ice</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDt7gyxg2kZpLlEIILBle4NOXCR58RRHNZ_vunn99VAX96HDa6LoyVPe7y-kCtdx79M4gX-3WUUzCoDm4Do7hOXOerXrIiJQZZC2J90EUGmOpG20xb62xHPsfhs0lcg03FrtYkamTzuu5K/s1600/PlanetIce.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDt7gyxg2kZpLlEIILBle4NOXCR58RRHNZ_vunn99VAX96HDa6LoyVPe7y-kCtdx79M4gX-3WUUzCoDm4Do7hOXOerXrIiJQZZC2J90EUGmOpG20xb62xHPsfhs0lcg03FrtYkamTzuu5K/s200/PlanetIce.png" width="200" /></a></div>
<div style="text-align: center;">
<i>+50% Ore Refinery Processing Speed</i></div>
<div style="text-align: center;">
<i>+50% Ore Refinery Capacity</i></div>
<div style="text-align: center;">
<b><br /></b></div>
<div style="text-align: center;">
<b>Ocean</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn7aDXoocIwwrm3wa52ubXfE-njcM9h34PSY0GEOy1pyvLkFaOd2YXMX1dtlq_iKTiEPMwICBuOJqVbEGr688n60tej5GGe8fZu3YKON8fYz2z5pUvymKphVM8yEOs-co9_pORXhlsbh0S/s1600/PlanetOcean.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn7aDXoocIwwrm3wa52ubXfE-njcM9h34PSY0GEOy1pyvLkFaOd2YXMX1dtlq_iKTiEPMwICBuOJqVbEGr688n60tej5GGe8fZu3YKON8fYz2z5pUvymKphVM8yEOs-co9_pORXhlsbh0S/s200/PlanetOcean.png" width="200" /></a></div>
<div style="text-align: center;">
<i>+50% Research Points</i></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Lava </b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgldNERaGpWkkq6GWB94z-MvuWZfFjtOiet7r1iEEktjaV9eeEi0QMzTMgAw4QNHvErSjcOVW5-KHxVDqXukOYHjMpa6DdCm6go44Upv4S6GDpR-Bv5zMsHlyvcT5qYUvITPAiqImHfEyJj/s1600/PlanetLava.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgldNERaGpWkkq6GWB94z-MvuWZfFjtOiet7r1iEEktjaV9eeEi0QMzTMgAw4QNHvErSjcOVW5-KHxVDqXukOYHjMpa6DdCm6go44Upv4S6GDpR-Bv5zMsHlyvcT5qYUvITPAiqImHfEyJj/s200/PlanetLava.png" width="200" /></a></div>
<div style="text-align: center;">
<i>Not colonisable</i></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Gas</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhC-ZMr5BMq5QBah5FHzrm00OdG_yB1c-L9BHQa3RhZC9f7ZL6bIxI2x09DB0sYVuQlg6jacJp8FE7CkP08pPdq6SR0NoPVFHY_MFFLoIy97_EayRVyymvoHIGmHvUo1BGISRN7ZJCyLi4/s1600/PlanetGas.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhC-ZMr5BMq5QBah5FHzrm00OdG_yB1c-L9BHQa3RhZC9f7ZL6bIxI2x09DB0sYVuQlg6jacJp8FE7CkP08pPdq6SR0NoPVFHY_MFFLoIy97_EayRVyymvoHIGmHvUo1BGISRN7ZJCyLi4/s200/PlanetGas.png" width="200" /></a></div>
<div style="text-align: center;">
<i>Not colonisable</i></div>
<br />
The lava and gas planet types which you cant colonise have more valuable asteroid fields and generally be a dangerous place as pirate ships will often gather nearby.<br />
<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI4xB2Ug1uPNI_5RFRKWkKbD2wwvlAOPC3z2sUOYoEePJUP-46SwuFRxOhfcbaOq7oOHCRhzhcxB8hPIT_auvtOcedmwwplPzlc-iPpX6_oilIeV9jcJXCfOg88O7VBmvHuezuI0Ydi20G/s1600/PlanetDesert.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"></a>Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com13tag:blogger.com,1999:blog-8451569447201119762.post-8557612048366213452012-06-06T15:40:00.004+01:002012-06-06T15:46:55.429+01:00Random Galaxy GenerationInformation about the galaxy generator in the game with some examples of randomly created galaxies.<br />
<br />
<span style="font-size: large;"><b>Generator Settings</b></span><br />
<br />
When you start a new sandbox game you first need to generate a new galaxy. Some of the settings that you can change when doing this include:<br />
<ul>
<li>Galaxy shape <span style="font-size: x-small;"><i>(spiral, elliptical, ring and starburst)</i></span></li>
<li>Number of star systems</li>
<li>Number of planets </li>
<li>Number of galaxy arms <span style="font-size: x-small;"><i>(used for starburst galaxies) </i></span></li>
<li>Random seed </li>
<li>Frequency of dead end systems <span style="font-size: x-small;"><i>(systems that have just a single stargate travel link)</i></span></li>
<li>Frequency of planet types <span style="font-size: x-small;"><i>(temperate, desert, ice, ocean, volcanic and gas)</i></span></li>
<li>Scarcity of asteroids and resources</li>
<li>Computer faction starting positions and relations</li>
<li>Starting planet, ships and resources</li>
<li>Background colour style</li>
</ul>
<br />
<span style="font-size: small;">I havnt yet decided on the upper limit for the maximum number of star systems and planets</span>. Theres no real performance issues with having 500-1000 systems but even set at 250 it will result in a very long game especially if your trying to conquer everything.<br />
<br />
<span style="font-size: large;"><b>Spiral Galaxy Examples</b></span><br />
<br />
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<div style="text-align: center;">
</div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(100 systems, many dead ends)</i></span></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i><br /></i></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUC-emNrOn_d6Qdfs5AVzXlkyZzS6OSu-d2qRPHh069t46cyZpeMsyPZVf6WP6YYpsLrIf67o1s__8Y16cPhMTeaj1yR0tHytxCCapjHuXgDG2mNLkqSgAM-v1Oe435p5unTdm_PqvQ7B4/s1600/spiral02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUC-emNrOn_d6Qdfs5AVzXlkyZzS6OSu-d2qRPHh069t46cyZpeMsyPZVf6WP6YYpsLrIf67o1s__8Y16cPhMTeaj1yR0tHytxCCapjHuXgDG2mNLkqSgAM-v1Oe435p5unTdm_PqvQ7B4/s400/spiral02.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i></i></span></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(250 systems, average dead ends)</i></span></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh650wZUiDOm-alS3VFTnkyqLswZPFsDc8-PeMDgwXNJ3-M43hvcIg0Ptsmx53pPQZestUD03F1b1SMbHqNF8a_IwZusIAPdyy5lQ2diSMr2_9Khcf2vBVQBefPPfPUlboDd49lEjC07cgy/s1600/spiral03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh650wZUiDOm-alS3VFTnkyqLswZPFsDc8-PeMDgwXNJ3-M43hvcIg0Ptsmx53pPQZestUD03F1b1SMbHqNF8a_IwZusIAPdyy5lQ2diSMr2_9Khcf2vBVQBefPPfPUlboDd49lEjC07cgy/s400/spiral03.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i> (500 systems, many dead ends)</i></span></div>
<br />
<span style="font-size: large;"><b>Elliptical Galaxy Examples</b></span><br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOaqL2OJsGd3jJHazyrOZVdxSO5m7-6T4KCBII4YKiS_X8pF1d8BsrTqvj_1LY1PCbMgrNga0hIiuGeCYE0PtjXHKGEb8_Qvtj3dZm3BJIEuwT8mjfk2K6Al4i7sLocji1jWKWDafEz_-u/s1600/elliptical01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOaqL2OJsGd3jJHazyrOZVdxSO5m7-6T4KCBII4YKiS_X8pF1d8BsrTqvj_1LY1PCbMgrNga0hIiuGeCYE0PtjXHKGEb8_Qvtj3dZm3BJIEuwT8mjfk2K6Al4i7sLocji1jWKWDafEz_-u/s400/elliptical01.png" width="400" /></a></div>
<div style="text-align: center;">
<i><span style="font-size: x-small;">(50 systems, few dead ends)</span></i></div>
<i><span style="font-size: x-small;"><br /></span></i><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBQRfZ-H8TY1P3lABHQYC9A_-japV9TO4QH5dFplMshxnv2XS73-5Sh8yfX9F2A2HOlabQkEkpbryvvcsKDGQN4pGFEqwXqt14T9cMBs8iAkyj_nsXUZD4ivpHDSLXmBe4lu8HHN1kqtBN/s1600/elliptical02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBQRfZ-H8TY1P3lABHQYC9A_-japV9TO4QH5dFplMshxnv2XS73-5Sh8yfX9F2A2HOlabQkEkpbryvvcsKDGQN4pGFEqwXqt14T9cMBs8iAkyj_nsXUZD4ivpHDSLXmBe4lu8HHN1kqtBN/s400/elliptical02.png" width="400" /></a></div>
<i><span style="font-size: x-small;"></span></i><br />
<div style="text-align: center;">
<i><span style="font-size: x-small;">(100 systems, average dead ends)</span></i></div>
<i><span style="font-size: x-small;"><br /></span></i><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKmavfs23PjrcOSMTE9iRKE356J4lmFysSlHeUcf2YYo65lx5iZCaA4BbbM_Hus8Zz_vI-33AS-GNCHcTP29Hc77XmQzNHwjiIPNuVUSrI7L3q30k2wZBsSVLbV2i8arZ21QTjE0QIRkqO/s1600/elliptical03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKmavfs23PjrcOSMTE9iRKE356J4lmFysSlHeUcf2YYo65lx5iZCaA4BbbM_Hus8Zz_vI-33AS-GNCHcTP29Hc77XmQzNHwjiIPNuVUSrI7L3q30k2wZBsSVLbV2i8arZ21QTjE0QIRkqO/s400/elliptical03.png" width="400" /></a></div>
<i><span style="font-size: x-small;"></span></i><br />
<div style="text-align: center;">
<span style="font-size: large;"><i><span style="font-size: x-small;">(250 systems, few dead ends)</span></i></span></div>
<span style="font-size: large;"><br /></span><br />
<span style="font-size: large;"><b>Ring Galaxy Examples</b></span><br />
<br />
<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKRspqmzi2CRXDfiSZ336WH5CpFXgnsIcC_eBGHPjZ56JA0wTWG6isPM4xQUDFRWrEhKJgLhd6S_ms0ZTQea-roSkcWvQuFu4_DaOmhhpWTZZIa_Ftl3BCsy2dbqEIZFH7PXCsqD8-2Xgq/s1600/ring01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKRspqmzi2CRXDfiSZ336WH5CpFXgnsIcC_eBGHPjZ56JA0wTWG6isPM4xQUDFRWrEhKJgLhd6S_ms0ZTQea-roSkcWvQuFu4_DaOmhhpWTZZIa_Ftl3BCsy2dbqEIZFH7PXCsqD8-2Xgq/s400/ring01.png" width="400" /></a><span style="font-size: large;"><i><span style="font-size: x-small;"> </span></i></span></div>
<div style="text-align: center;">
<span style="font-size: large;"><i><span style="font-size: x-small;">(50 systems, few dead ends) </span></i></span></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9Ju84NZdy3RD61bm_uMbis5SyBYTacxqYwRwNj5BoC-H6OSrZWmiH6pzix1Sc7ZFefs6HcPVkTbOySUujXZto9Dpt5Sg3DIDTvQLS1N7y3slWYy0L72bybgxmUrAk0xMAytejfwHILKQ3/s1600/ring02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9Ju84NZdy3RD61bm_uMbis5SyBYTacxqYwRwNj5BoC-H6OSrZWmiH6pzix1Sc7ZFefs6HcPVkTbOySUujXZto9Dpt5Sg3DIDTvQLS1N7y3slWYy0L72bybgxmUrAk0xMAytejfwHILKQ3/s400/ring02.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><i><span style="font-size: x-small;">(100 systems, many dead ends)</span></i></span></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqqXdUhrJmLHnEllnrcWFIpWGD8mIKh8_00nbAYWNNEMhrF1M49EOi6JYQiBU1_9-iesChoe8wSU15F3rK6fc9hgRDiOMS9nN0FBCxgssSTyej-8twdB49HBhNvbx92Y3KVhSS33CgatU9/s1600/ring03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqqXdUhrJmLHnEllnrcWFIpWGD8mIKh8_00nbAYWNNEMhrF1M49EOi6JYQiBU1_9-iesChoe8wSU15F3rK6fc9hgRDiOMS9nN0FBCxgssSTyej-8twdB49HBhNvbx92Y3KVhSS33CgatU9/s400/ring03.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: large;"><i><span style="font-size: x-small;">(250 systems, few dead ends)</span></i></span></div>
<br />
<span style="font-size: large;"><b>Starburst Galaxy Examples</b></span><br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtiOCK4vDE5J2Rcoyg21MKrGXj96jIXb0Hku7GK7DsG_SSVhY1-C0PxxswZB2VUkgXyWBF7-5iX_VC29548OoGXVU1DNRS12GpkcIq0Ob1V_fst00WTl6I39SPcZTDOCvO7zHxXMB7bfep/s1600/starburst01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtiOCK4vDE5J2Rcoyg21MKrGXj96jIXb0Hku7GK7DsG_SSVhY1-C0PxxswZB2VUkgXyWBF7-5iX_VC29548OoGXVU1DNRS12GpkcIq0Ob1V_fst00WTl6I39SPcZTDOCvO7zHxXMB7bfep/s400/starburst01.png" width="400" /></a></div>
<div style="text-align: center;">
<i><span style="font-size: x-small;">(50 systems, 5 arms, many dead ends) </span></i></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdry3KLegKrxlYM2Um0wYjumO_ZNT-Fc_lEjW0gke6S1Y_RZj63PR5x3j2lYg-xN1w6TvVqWq0LsFltHor_MCApM4R6pNVeU8_mk5a-1H4RFylUbwrSWVoMEhytHTxX5tXm6w002GtQkct/s1600/starburst02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdry3KLegKrxlYM2Um0wYjumO_ZNT-Fc_lEjW0gke6S1Y_RZj63PR5x3j2lYg-xN1w6TvVqWq0LsFltHor_MCApM4R6pNVeU8_mk5a-1H4RFylUbwrSWVoMEhytHTxX5tXm6w002GtQkct/s400/starburst02.png" width="400" /></a></div>
<div style="text-align: center;">
<span style="font-size: x-small;"><i>(100 systems, 7 arms, few dead ends)</i></span></div>
<div style="text-align: center;">
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-C4JbFAbCF5ETgB9mMXhHA09v2PGRba0ViJchO1w3ySSMp0S-1eKals_7ClZA6u5R7nuxkJKx-3uCunSPV_s2hnC6gCUwdvLpbMJMu4lzuVFT2lGHuM2sUbPrSaf8mmkd3BX0G3du7l3i/s1600/starburst03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-C4JbFAbCF5ETgB9mMXhHA09v2PGRba0ViJchO1w3ySSMp0S-1eKals_7ClZA6u5R7nuxkJKx-3uCunSPV_s2hnC6gCUwdvLpbMJMu4lzuVFT2lGHuM2sUbPrSaf8mmkd3BX0G3du7l3i/s400/starburst03.png" width="400" /></a></div>
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<div style="text-align: center;">
<span style="font-size: x-small;"><i>(250 systems, 10 arms, many dead ends)</i></span></div>
<br />Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com10tag:blogger.com,1999:blog-8451569447201119762.post-37439497248276811392012-04-23T15:10:00.000+01:002012-05-05T14:19:16.246+01:00Resource and Items ManagementI have had to postpone starting the faction AI as I have been making some major changes to the way resources and items are managed.<br />
<br />
When resources are collected such as when some asteroid ore gets processed at a refinery and refined into metal, it will no longer just vanish and get added to the resources total counter at the top of the screen. Instead the metal gets added to the colony inventory and will remain there until its used or moved to another location.<br />
<br />
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<br />
If you have seperate colonies for ore refining, equipment and ship
production then you will need to transport the items they require
between each of them rather than having your entire empires resources
available invisibly no matter where they are being used.<br />
<br />
All ships have at least a small cargo hold but I will also add new transport ships
that can carry large volumes of cargo but will be quite fragile and
defenseless.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYyfHnmcECiHOgf312LwLH28mR4d6JmKUdsFnlSWgojBNiUDfbfpSs57GVKfWSuVfE48kWcRKB93NmYiu1JgnoFgtIvdVRrM9EuW4EwzG_GUX7PTSGEmwLpRP0ty32JpGBlfotdEUsMxBh/s1600/transport_orders.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYyfHnmcECiHOgf312LwLH28mR4d6JmKUdsFnlSWgojBNiUDfbfpSs57GVKfWSuVfE48kWcRKB93NmYiu1JgnoFgtIvdVRrM9EuW4EwzG_GUX7PTSGEmwLpRP0ty32JpGBlfotdEUsMxBh/s1600/transport_orders.png" /></a></div>
<br />
This is how the transport orders screen currently looks. I would like to keep it as simple as possible, so I am not adding multiple waypoint settings and items will be seperated into different cargo catagories. If you really need to transport cargo both ways between planets you will need an extra transport ship with different orders although there shouldnt really be a need for this.<br />
<br />
Something I am also experimenting with is requiring the "data" produced by research facilities on colonies to be transported back to your designated capital before the points can be spent on research projects.<br />
<br />
Most of these changes are to discourage having well defended colonies that are isolated away from your main empire but still be fully functional.<br />
<br />
Hopefully this should all make empire building a lot more complex and enjoyable and open up a lot of possibilities for features I would like to add in the future.<br />
<br />
<b>EDIT: This is all still subject to change as it may turn out to be no fun or requires too much micro-management.</b>Anonymoushttp://www.blogger.com/profile/08892538573774914607noreply@blogger.com11tag:blogger.com,1999:blog-8451569447201119762.post-83955881288652648392012-04-11T22:29:00.000+01:002012-04-11T23:53:51.520+01:00Interface Screens<ul>
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Some of the things I have been working on recently.<b> </b><br />
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<b>Fleet Management Interface</b><br />
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I have started on the fleet management screen that shows all your ships including their current orders, location and status as well as the squadron and wing they belong to.<br />
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Ships can be dragged around to move them into different squadrons and the squadrons can also be moved into wings which will group them together. Wings dont currently have any purpose other than to make it quicker and easier to assign orders for a large number of ships.<br />
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Squadrons can contain up to 9 ships that will move in formation and work together as a team. Theres no limit to the number of squadrons that each wing can have.<br />
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You can right click on any of the ships, squadron and wings in the tree
view to bring up a context menu that will show a list of available
settings and options for them.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6dzOd5lOx3dDVacogOPpQtgta8AgCfG-gedGTQ_C6NsKl2YkrDj3Ij2iitiCfXpDk4XvV7KdrsCqaSyH7-xptgpmUhwOU8KVtqd-SidMESpifgYa4Os0XXB-wPIWzU3sL6tMgSM3t1B-b/s1600/FleetManagement.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6dzOd5lOx3dDVacogOPpQtgta8AgCfG-gedGTQ_C6NsKl2YkrDj3Ij2iitiCfXpDk4XvV7KdrsCqaSyH7-xptgpmUhwOU8KVtqd-SidMESpifgYa4Os0XXB-wPIWzU3sL6tMgSM3t1B-b/s400/FleetManagement.png" width="400" /> </a></div>
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<i>(Still a work in progress) </i></div>
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<b>Strafing Attack Runs</b><br />
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Some ships
can now make strafing runs when attacking their target instead of just
orbiting or chasing them. This will probably be used only for
small fast ships such as fighters as it decreases the effectiveness of
its weapons as they occassionally go out of range from their target when
turning around to start another run. </div>
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<b>Text Box GUI Widget</b><br />
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Finished coding multi-line scrolling <a href="http://en.wikipedia.org/wiki/Text_box" target="_blank">text box</a> widget's which are used for user input text when renaming things like ships/squadrons/colonies and save game naming. This was quite troublesome and time consuming to code so thought it was worth a mentioning these.<br />
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Coding a 'fully-featured' text box from scratch is not fun! <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4MOxmAmzW1TRa68nHLadXjaCKuVKHKjCGrohYv4hLAWIpx7MqRtuHTjernhOQ0OKK70imT6-M4yGfYCNRJyBKlVFrW9ycA35xathSjZRve3gCGFshyphenhyphen-3lgl4MDEu0xd_U2NW7jog3w60Z/s1600/Textbox.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4MOxmAmzW1TRa68nHLadXjaCKuVKHKjCGrohYv4hLAWIpx7MqRtuHTjernhOQ0OKK70imT6-M4yGfYCNRJyBKlVFrW9ycA35xathSjZRve3gCGFshyphenhyphen-3lgl4MDEu0xd_U2NW7jog3w60Z/s320/Textbox.png" width="320" /></a></div>
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Next I need to fix lots of bugs for the things I have recently added, then soon I will make a start on the high level faction AI (empire building stuff) for computer opponents as they dont currently do anything.<br />
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