Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
EdzUp
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 4th Mar 2019 15:06


Still loads to do including adding avoidance to NPCs
-EdzUp
tiresius
16
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
Developer
13
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
EdzUp
16
Years of Service
User Offline
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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

Attachments

Login to view attachments
EdzUp
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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
16
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
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

Login to post a reply

Server time is: 2019-05-22 02:32:03
Your offset time is: 2019-05-22 02:32:03