«Sol-Ark» - is an indie-project focusing on 2D space faring real-time strategy (RTS) with some Rogue-like and Sand-Box elements. It’s an old-school hand-made flash project

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

Hello, everyone! We are updating our news by the latest video about space battles and the latest devlog (CheckPoint 27/02/2015). Follow us to watch, how the game is evolving right before your eyes!

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Hello, everyone! We are updating our news by the latest video about space battles and the latest devlog (CheckPoint 27/02/2015). Follow us to watch, how the game is evolving right before your eyes!

Screenshot and GIFs:

*

28/02/2015 Screens and GIFs

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28/02/2015 Screens and GIFs

* Gas collectors

28/02/2015 Screens and GIFs

* Enemy landing operation

28/02/2015 Screens and GIFs

* Thermal decoys and dusty veils

28/02/2015 Screens and GIFs

* V.I. modules

New video about space battles:


Space battles - Indie DB

List of performed work:

  • These bugs were fixed:
    • With choosing nonexistent map tiles for the operation of in-game objects;
    • With incorrect checking for a gгoup of map objects in one location during that location’s connection to another;
    • With NPC’s choice of target object when it has been destroyed or moved in a new separated location during this time;
    • With NPC’s incorrect searching for the nearest target object for task type “change barrel”;
    • With NPC “freezing” during task selection “to move a technic,” when there are not any empty exoskeletons;
    • With incorrect order of calculations for checking connections in a group of map objects in a location;
    • With incorrect deletion of data about damaged map tiles when they are shifted to a separated location;
    • With incorrect compound calculations for map objects type “door” while checking for the separation of the location;
    • With incorrect “take a weapon” task performed by a NPC”;
    • With performing tasks ”waiting” and “make a few steps in random direction” by a NPC while pathfinding or searching for the nearest object;
    • With creation of extra map tiles while connecting one location to another;
    • With incorrect assignment of parameter “location” for the object “list of tasks”;
    • Other errors;
  • Systems were optimized for the map‘s tile creation and for in-game objects’ interaction with them;
  • Algorithm for loading data from a template of a location into the buffer was created;
  • Algorithm of loading data from the buffer to a game location was created;
  • Algorithm for creating location type “asteroid” was created;
  • System was inputted for grouping connected map objects to speed-up checking for disruptions of a location’s integrity;
  • Algorithm for checking disruptions in a location’s integrity was corrected;
  • Algorithm for creating a new location from a separated part of the map was corrected;
  • Calculation of changing parameters for groups of map objects was optimized;
  • Now searching for the nearest game objects and the NPC’s pathfinding are performed during a few frames;
  • For faster searching of target technics for NPC, we’ve added a dynamic system of regulating technical objects by their types;
  • Optimization was performed for the operating algorithm of technics type “exoskeleton” and “door”;
  • Sprites were added for deposits of resources on an asteroid’s tiles - metals, precious metals, water, precious minerals;Work continues on content for GDD and tutorial;

Check Sol-Ark's blog with devlogs to find out more. Join us here and on Sol-Ark's official website to stay tuned.


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