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AppGameKit/AppGameKit Studio Showcase / [WIP]Star flight: Star Rogue progress...

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EdzUp
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Posted: 4th Mar 2019 15:06


Still loads to do including adding avoidance to NPCs
-EdzUp
tiresius
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Posted: 14th Mar 2019 22:12
Looking good I remember a previous incarnation of this I think it was 2D ... now we're 3D. Yikes!
EdzUp
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Posted: 15th Mar 2019 06:31 Edited at: 17th Mar 2019 15:15
The previous one was 2d and was a brilliant game but 3d although with its problems does add a more immersive element
-EdzUp
EdzUp
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Posted: 17th Mar 2019 15:19
Well im still plugging away at getting the POI system in place this will form one of the major components to the game and allow the player to finally navigate around the universe , things added since last post are:
1) Player Dock - at the start of the game you no longer start in open space but instead launch from the docking bay of the space station

2) Damage - no longer will NPC's who collide just explode, it now will damage them depending on the speed and size of the ship hitting them after all a battleship hitting a fighter will have a impact

3) Bug fixes - as with all coding there is always bugs that happen, some of these have now been squashed. There are probably more that will happen but thats part of coding is to find and squash the bugs
-EdzUp
EdzUp
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Posted: 25th Mar 2019 14:27
Over the last week I have been squashing a few bugs and finalising the last sections of the POI selector, I still have to do the manual coordinates system BUT everything else is now in there. It was during getting the POI system done that a few 'glaring' oversights on my part came to light these have also now been fixed . We have done:
1) POI selection and navigation so we can scroll the menu up and down and select something
2) FTL jump - yes we can now go out of the Freeport 1 sector (so no more boring 'ooo hes in a nebula' videos) I can start showing the game as its coming together
3) Backing system working now - once fixing number 2 the backing system broke with the change of location this has now been fixed.
4) Basics for docking - at present its a launch button BUT the basics are in there and it wont be to long before the old BBS forum menu is back

More soon...
-EdzUp
Cliff Mellangard 3DEGS
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EdzUp
17
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Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 27th Mar 2019 17:04
Will be doing another video as soon as I wrap up some more stuff, at present I'm adding:
1) Multi touch - this will free the Android version which was single touch.
2) adding more texturing and bits to the space station
3) more POI stuff

Once these are done I will put up a new video
-EdzUp
EdzUp
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Posted: 3rd Apr 2019 18:04
Well it seems changing to multi touch has added a whole slew of issues and bugs so after spending the last week or so squashing them I am nearly back to normal. There are a few still to iron out BUT the system is much more robust, with the old system I could fly or fire now I can do both on phones etc (quite handy for a space game ).

Everything is nicely wrapped up in the UltimTouch module so multi touch and all the touch zones (on screen buttons etc are all touch zones which are scaled with resolution changes), basically this means after I iron the last few bugs out it will be finished and hopefully the final build of that module .

More soon...
-EdzUp
EdzUp
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Posted: 8th Apr 2019 19:29
After testing and more testing of the flight system I wasnt happy with it so I have been adjusting this over the last week, whilst the flight system is getting there now I still have to get it 100% as there is no point in jumping forwards with other sections when there will be no way to "properly" play the game.

Once this huge section is done I will complete the docked sections of the game and start fleshing out the rest of it

More soon...
-EdzUp
EdzUp
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Posted: 25th Apr 2019 14:52
Im still plugging away at the game but progress is slow due to work constraints, I have been trying to get the Galactic News Service complete as well not like it used to be but a more comprehensive version this time. I have fixed the basic controls yet there is still a few bits to fix. Unfortunately the lightning isnt working at the moment which I am currently looking into fixing that as well once thats complete the whole thing will be sorted and I can add the rest of the controls and upload a new demo and video
-EdzUp
EdzUp
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Posted: 27th Apr 2019 20:09
Today I have managed to get the planet in there properly and start the UV stage of the whole thing (piccies will be posted as soon as ), I have also started getting the scaling down for the whole game. For StarFlight2000 it was whatever the ship was got put in the game as there wasnt any uniform scaling at all this meant that all ships were a little out of whack when importing them into Star Rogue. Now I have started making the whole system a uniform scale I can design ships that will be suitable for the whole game rather than aesthetics. At present the Stinger is minuscule compared to the asteroid or space station and when the game is complete there may be ships or other things in there that are 'bigger' than the battleships that are planned for the game

I have also squashed some bugs which were giving me a headache so now im more stoked to get more complete and push this project to the next release

More soon...
-EdzUp
EdzUp
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Posted: 4th May 2019 20:09


As promised here is a picture of Aradis 1 as seen in the new system, I have sorted the UV textures on the planet now.

Unfortunately I have not been working on it as much as I would like to as of late mainly as I have a rather hectic work schedule which takes it out of me so I tend not to get a lot of time to dive into Star Rogue as much as I want. I have been working on it however and it is slowly getting there. Im working on finalising the touch controls for speed and FTL jumping once this is complete I will fix a bug in targeting then complete the rest of the POI items. After all that I will release a new android build
-EdzUp

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EdzUp
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Posted: 6th May 2019 15:59
New android version released, new stuff includes:
1) scooping - you can now scoop debris and cargo floating in space just get near it slowly and it will get scooped. Note you cannot see what is in cargo as it cannot be scanned as it has to survive the rigours of space . Also note scooping does paint a big target on your head for any passing pirates as you will have "cargo" . Jettison mechanic coming "Soon (TM)"

2) combat - you can shoot at NPC's now it's not 100% perfect and its position on screen will be adjusted before final live release

3) Jumpdrive - now it's active with a control it makes getting around MUCH easier

4) FTL - you can now jump between locations in Aradis (some POI are not in there yet and a bug in this system has been reported and is being looked into)

5) flight controls - in the top right (the cog) you can turn on and off sound, music and what flight mode you would like.

I'm going to fix the FTL bug next then flesh out the other in-game systems. I also want to move the health and shields to the top left along with new icons for damage types in the local zone for rad zones etc. Once these are done I will release another build
-EdzUp
EdzUp
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Posted: 15th May 2019 13:17
I have finally got round to fixing the health bars for the player these are now in the top left along with some icons which show up at certain times. These icons denote if a certain damage type is present in this location or the player ship is to hot etc.

Damage icons are:
Nuclear symbol - to much radiation in this area it could be a system wide thing caused by a unstable star or just a high rad cloud.

Electric - electrical disturbances in the local area which will interfere with the HUD and targeting systems.

Acid drop - corrosive damage in the local area, this normally comes from nebulae

Explosion - the local area contains pockets of gas which are explosive or your in a mine field

Thermometer - your to hot get way to hot and it will cause serious damage to the ship.

I am also fixing the FTL issue and a bug in combat as well, once these are sorted I will release a new version
-EdzUp
EdzUp
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Posted: 19th May 2019 12:31
Over the last few days I have been bug squashing and sorting out some things that didnt seem right in the game ready for the next release. Currently the Android platform is my main release platform at present with Windows a close second, I am planning a windows release for the next build to see how it goes but I do want to get the BBS system complete before that release as at present you can only launch which seems a little mundane.

This week I have:
FIXED
POI issue - there was a missing creation check for the POI text system which has not been sorted, heres hoping its one step closer to making that section of the game much more solid and not prone to crashing like it was before.

NPC Combat - I have been testing this very thoroughly over the last week and no matter what I did it didnt seem right so I have ripped out the old hit check code and replaced it with something of my own creation, now the war has really begun and open space is a free for all of lasers and explosions (I had eight hunters and police patrolling which was unfortunate for pirates spawned in ). The new fixed system also means the player can be shot as well.

I am going to complete the BBS system next and then getting the docking system complete so we can actually 'dock' with the station . I also want to change the 'locator' HUD icon for the POI in a local area as currently it looks like a target icon. Also I have to fix the targeting system as that is still off but once these are done I will be releasing a new build that will be nearer the final idea I had for the current iteration of the game
-EdzUp
EdzUp
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Posted: 22nd May 2019 04:30
After testing the whole combat system this week I have started implementing another of the weapon systems which should make combat MUCH easier, namely the beam lasers . Yeah every ship will be equipped with one and its a instant hit weapon so it makes it much easier.

I have also adjusted location damage types so the game can now have more than one damage type, this means I can have corrosive minefields (corrosion and explosive damage) or radioactive electrically charged nebulae etc

More soon...
-EdzUp
Cliff Mellangard 3DEGS
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EdzUp
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Location: Citadel Cyberspace
Posted: 24th May 2019 16:23 Edited at: 24th May 2019 16:24
Today has been quite productive, I have sorted the following:
1) Player ship - this was not scaled correctly now it is and the upshot is NPC's can blast apart your ship with ease.

2) Fixed NPC info - the GUI section would not update enough this has not also been sorted so we have instant information on the bounty, health and shield strength of a target

3) Targeting - I have removed the click target system as this was cludgy and didnt sit with the rest of the game and I have added a button to lock on to the target your facing OR nearest hostile incase someone is targeting you.

4) Weapon temp - the new system didnt cool down fast enough not it does actually feel right and allows for more shots to be fired for fast firing bolt weapons and beams.

5) Beam texture - now its textured I can scale and texture it anyway I want for 'alien' weapons this is also true for bolt weapons.

TODO:
1) Get beam placement right its still off and does need sorting before the next release but it allows me to make MUCH more dangerous ships in the future.

2) Draw the targeting icons

3) Fill in the docked and main menu sections

More soon...
-EdzUp
EdzUp
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Posted: 27th May 2019 18:28
Today I have finally added two of the new segments to the space station system and actually got it in the game. I still need to work out mult-itexturing but it looking much better and allows for a modular space station system.

Once it's all complete and textured I will release a new build of the game to the masses this will also showcase the combat mechanics. I had to tone down the pirate spawns as they would chew through my ship in about ten seconds which wasn't good I know I'm in a light fighter but having ten pirates spawn in wasn't helpful. To rectify this I have changed to spawn system completely so it's more fair we go from a percentage idea to Anarchy,low,medium and high security. This new system is not system wide but sector wide so for example; I launch from a station the local system is high sec so around the station is as well BUT the outskirts of the system will be anarchy as it waaay out away from the high security areas and would takes a while for security to get there.

I still have to work some small niggles out but it's getting there nicely now.
-EdzUp
EdzUp
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Posted: 3rd Jun 2019 12:10
Well over the last week I have been cleaning up some of the background stuff this will set the game up better as we move forwards the changes thus far are:
1) Player can now die - this needed some cleaning up due to background resetting, at present once you run out of health you jump back to the station. There are some small adjustments I need to complete before the next release.

2) Target ship control - now the new targeting system has been changed I have added a new control for that which makes playing on phone MUCH easier

3) Target hostile ship - if someone wants you dead and they are targeting you, you can return the favour with this control

Next up will be completing the final segments of the player reset and showing what happened to the player when they die and sorting out the docking sections. After that I will be sorting the player information sections and moving forwards with other sections of the main menus.
-EdzUp
EdzUp
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Posted: 17th Jun 2019 17:36
Lots have been done since my last post, it's coming together and starting to feel like a nice space game. Changes are;

1) NPC ships - they no longer jump around, this was caused by a bug in the flight mechanics of the NPC now fixed they fly around smoothly.

2) beam lasers - these were removed and added (basically a toggle) but they still need some refinement but this could be down to the NPC targeting code it might need a reordering. This is next on the list.

3) loadouts - I'm starting work on ship loadouts so that no two NPC ships are the same and some will have shields others not.

4) Cargo - fixed a bug in the cargo so now scooping is better.

There is still loads to do but it's getting there which is nice. Next is reordering, loadouts and docking
-EdzUp
tiresius
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Posted: 17th Jun 2019 20:47
How about a video?
EdzUp
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Posted: 18th Jun 2019 04:27 Edited at: 18th Jun 2019 04:32


Here ya go, not the latest build but I have to transfer the new version to my phone. Recorded on a Huawei P Smart

Always under attack as to test I have given the player 1t of Narcotics
-EdzUp
EdzUp
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Posted: 7th Jul 2019 14:22 Edited at: 7th Jul 2019 16:32
After spending two weeks on holiday having fun in the sun and getting back up to speed on work related stuff I have got back into coding Star Rogue. To this end I have adjusted some of the game code to make it more interesting:
1) NPCs - not all NPC's are the same. Now I have a load out system done that will generate a ship at creation time that is specific to its AI type so police will be more geared towards combat where traders will have cargo space etc. Upshots of this will mean no longer will we see the bog standard ship flying around attacking random things and each one is a cookie cutter image of each other. <<EDIT>> Some ships have random elements to the ship load out this is to make sure not all ships are the same and make the game that little more of a challenge.

2) Adjusted ship spaces - the basic ship now has ten units of space to accommodate the new items for the ship load out.

3) Targeting specific ship parts - I have started the code for this one it will appear at some point but once in will allow you to disable ship components if you can damage them enough, dont worry it will not be easy BUT if you destroy the power systems for example (not easy as its multiple modules) it will disable the ship.

4) Mesh changes - I have been redesigning some of the space ship segments and ships as a whole I also want to adjust other things in the game to put the Star Rogue seal on them.

5) Adjustment to touch system - now the touch system actually doesnt show the touch controls if your on windows/linux or OSX. You can turn them on via options this will be for things like touch screen tablets etc. All the main menus are touch enabled so you can navigate around them even if the touch controls are disabled on touch screen systems.

Each part complete is another step forwards, its slow going I know but its getting there

More soon...
-EdzUp
EdzUp
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Posted: 8th Jul 2019 13:28
Well another productive day I have managed to sort out some of the background stuff which was annoying and needed sorting, I have also added some new stuff to the text system and started fleshing out the player screens. Now we can see if we have a criminal record and look at the other screens (which now have titles), I am working on getting the cargo screen together that will make that section complete and move towards getting all the other sections completed. On a plus side I have also fixed some of the touch system stuff so on desktops you no longer see all the touch controls and can no longer interact with them.

Graphically I have added some more warnings for the FTL and Jumpdrive inhibitors these modules stop you using their respective systems for example police will have Jumpdrive inhibitors so they can stop people running away

Im currently designing all the cargo icons so that section of the game will be complete.
-EdzUp
EdzUp
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Posted: 13th Jul 2019 21:25 Edited at: 13th Jul 2019 21:26


here is a image for the cargo screen for the game, the screen also doubles as the stock market screen making the game more fluid for players and easier to get into. Now the screen is complete I will be adding that to the stock market screen so we can buy and sell cargo, I will also be adding quantities to each item so we can see how much we got if any
-EdzUp

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EdzUp
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Posted: 22nd Jul 2019 11:42
I am currently fleshing out the whole docked menu section of the game now so we can use it to do our daily tasks its getting there but some bits are still going to take a little longer as I have to add more ships for the shipyard as at present we only have the Stinger light fighter, once all these are in there I will move on to getting more done on the whole game front. On another side note (and thanks to JRNTexas for pointers who has now got a well earned place in the credits) I have created a HTTP downloader this allows me to start downloading and then do something else whilst its downloading in the background, my reasoning behind this while thing is so I can 'inject' news into the galactic news service for things I want to tell the player about and if there is something new for example:
Instead of having a development doc saying 'added a new race to the game' I can now inject a new 'news' article saying 'New mysterious race seen near x system' with a brief bit of information about them. I do plan at a later date maybe even doing short video about it but that is a LOOOOOOONG way off.

Im still working at it even moment I get so dont worry it will get complete as and when .

More soon...
-EdzUp
EdzUp
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Posted: 28th Jul 2019 15:45
New version uploaded to http://www.edzup.co.uk/starrogue/SRDemo.zip

I thought its about time and although some of the extra bits are to be finalised it will give a good indication of where the project is moving with the limited time I have to work on it.

Enjoy...
-EdzUp
Virtual Nomad
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Posted: 29th Jul 2019 02:50 Edited at: 29th Jul 2019 02:51
good feel to flight, EdzUp.

I couldn't find much to do other than push asteroids around and shoot my "colleague"? Jake's shield regenerated too fast for me to destroy him, tho

I did collect a canister, too. and, i don't know if it was IN the canister, but when i checked my cargo, i had a pet that i call "slave".

meanwhile, you forgot to mention the A/Z keys in the ReadMe. I got "stuck" and had to find them.

so, far, so good. i'll go back out there and see what else i can find

thanks for sharing!

EdzUp
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Posted: 29th Jul 2019 10:58 Edited at: 29th Jul 2019 11:01
New version uploaded ( http://www.edzup.co.uk/starrogue/SRDemo.zip )this one should fix the death and ftl jump crashes which were caused by me using DeleteObject to delete the objects without deleting the physics bodies (I thought it deleted everything but I was wrong) now it has been sorted for all entities in the game.

Virtual Nomad I am going to look at shield recharge rates as this is a issue several people have reported, I do think its to quick in its current iteration and I will be adding a blanket value for the whole thing which will make it easier to adjust.

Everything you scoop appears at the bottom center of the screen so your 1t of slaves would show 'Scooped 1t of slaves'. I have also added the AZ keys to the doc.

On another note you no longer get a 6000Cr bounty for murdering a boulder or cargo canister this maybe a bit harsh for the game now you will get awarded 5Cr for clearing of space junk

Enjoy
-EdzUp
EdzUp
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Posted: 30th Sep 2019 13:15
Well after a hectic work schedule, bout of ill health and other assorted time sinks I am back in the coding seat.

Today I have adjusted all the shooting and npc movement code to use a different collision system as shooting enemies etc was a nightmare. I have also cobbled together some new sections for the BBS system which will be coming soon so I can post game updates and galaxy news from anywhere.

I am also toying with the idea of downloadable data so all I release is the exe and the app/game keeps itself updated on the fly

More soon...
-EdzUp

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