Hello, guys! We are updating our thread with a regular devlog (28/04/2015 CheckPoint) and screenshots compilation video. Take a look, how Sol-Ark evolves right before your eyes!
* Short circuit and anabiosis chambers in the middle of this screen
* shunting engines
* Space battle inside an asteroid belt
* Enemy ship is under attack
Screenshots compilation video:
List of performed work:
- These bugs are fixed:
- With central coordinate discrepancy for the location’s sprite when it is visualized by the GPU;
- With texture deformation while visualizing a location;
- With incorrect visualization coordinates for the dynamic menu on the local space map level;
- With incorrect coordinate calculation for apexes of linear figures, which are drawn by the GPU;
- With object type “exhaust” not disappearing from an engine after being used in specific situations;
- With error when altering the location’s map (destruction of tiles, etc), caused sprites to disappear;
- With incorrect “transparency” parameter for sprites without texture, which are visualized with GPU usage;
- With coordinates of the explosion effect on the local space map level;
- With incorrect choice of shunting engines during rotation;
- Other bugs;
- Visualization algorithm with GPU usage was added for locations on the local space map level;
- Visualization algorithm with GPU usage was added for explosions on the local space map level;
- Visualization algorithms with GPU usage were added for shells and lasers which are inside a location on the local space map level;
- New additional functions were added for the visualization of figures without textures by the GPU;
- From now on visualization of shells and lasers on the local space map level is performed by the GPU;
- Corrections were added for the NPCs pathfinding algorithm;
- Operating logic was modified for technic type “shunting engine”. From now on such technics operate in two ways: “clockwise rotation” and “counter-clockwise rotation”;
- Function for saving a location’s template was corrected with new parameters for being visualized by the GPU;
- Each visualization per tile was optimized for locations on the local space map level;
- The function was optimized for adding graphical objects without textures which are drawn by the GPU;
- Operating algorithm was optimized for object type “exhaust”;
- Operating algorithms were optimized for some technic types;
- Work continues on fixing errors in the algortihm for location visualization on the local space map level;
- New object “space nebula” was added in the space background;
- Shaders were corrected, which are used for sprite visualization by the GPU;
- Visualization algorithm for GPU usage was added for exhaust’s sprites;
- 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;
- Work continues on polishing balance, fixing small errors and creating content for the first demo-version of the game to be released to a broad audience;
- Work continues on filling and polishing the GDD;
- Tuts+ portal published our article - How (and Why) to Write a Great Game Design Document
Hey, people! There is a little mistake in the article with one image.
Correct screenshot with enemy ship under attack - is here -https://www.indiedb.com/games/sol-ark-2d-space-rts-sandbox-rogue-like/images/28042015-gifs-and-screens#imagebox
Editing this news will cause the necessity to pass through authorization again. Sorry, about this!
This game is going to be SO awesome!!! I can't wait!!!!!!!!!!!!!!!
Thanks for your support! Just stay with us and let's look together, how Sol-Ark is evolving .
I need this game in my life. Can't wait! Keep up the work guys :)
I'm glad to read you not only on Twitter) Thanks for your support! Stay with us - we need you!