Hello, friends!
We are updating the thread by new devlog (07/04/2015 checkpoint) and new video about speed-painting in concept-art (that's how we make decisions about graphic style).
Look, how Sol-Ark evolves right before your eyes!
List of performed work
- These bugs are fixed:
- Oxygen leakage through a blocked door;
- Incorrect placement of sprites for rock planets;
- With collision calculations for locations which are far away from each other;
- With incorrect damage for the nearest tiles;
- With incorrect visualization for carried objects in the manipulators of an exoskeleton;
- Incorrect order of calculations for available resources;
- With incorrect change in the lens effect at different zoom;
- Loading container type “box” with a water resource;
- With hot keys operating after closing a message window;
- With it being impossible to build a gas collector on the floor;
- Repair of wall tiles when there is a “door” technic object nearby;
- With incorrect tile disassembly by NPCs with a manual 3D-printer;
- With tile selection for autorepair when there are not enough required materials;
- Incorrect calculation of required resources for manual task “to repair”;
- Other bugs;
- New object for container type “water tank” was added;
- Algorithm for resource collection was corrected for different types of containers;
- New tecnics object was added - “hydrolysis plant”, created an algorithm for its operation;
- Secondary angle decoration objects were added for technic object type “connecting bay”;
- New sprites for shields were added, which are drawn by GPU;
- Shield visualizations were added for the micromanagement map level;
- New class of cosmic effects were added, which are drawn by GPU;
- Sources of smoke were added for fire visualization on the local space map level;
- Algorithm for ship decay into pieces was added;
- Manual ship control in local space was added;
- Visualization algorithm was added for round sprites by using linear textures, which allows us to unload the GPU;
- Checking for collisions between two locations was added, as well as the initial algorithm of damage caused during collision;
- Parameter “priority” was added for technic objects, which influence foreground energy consumption;
- A button “change priority” was added for the dynamic menu of technics;
- Buttons “switch on”, “switch off all technics” and “switch off technic with low priority” were added on the micromanagement map level;
- New triggers for performing quests were added;
- Appearance of objects “fire” and “thermal damages” were added while approaching a Sun;
- Algorithm for saving a location’s templates with new parameters was modified;
- Oxygen level visualization was corrected on the micromanagement map level;
- Visualizations were optimized for sprites, which are drawn by GPU;
- Checking for collisions between locations was optimized;
- Algorithm for flight around locations was corrected;
- Checking system was optimized for types of way-sections and map tiles;
- Location visualization was optimized on the local space map level;
- Work continues on the algorithm for location visualization on the local space map level by GPU;
- Work continues on the algorithm of visualization for objects without texture by GPU usage;
- Work continues on the first official teaser video for the game;
- New music tracks were created; work continues on voice, sound and music coverage for the teaser video;
- Works continues on the main story-line and tutorial;
- Works continues on filling and polishing the GDD