Game Development Blog: Wormhole Ventures - Space Scene UI - Movement, terrain effects, and more

in gamedev •  8 years ago  (edited)

steemit.jpg
As I stated the past 5 days I have been very much in crunch mode on my game development project Wormhole Ventures. This has been especially true since making it past the barrier that had been stalling my forward movement.

I have thus, not been as active on Steemit and have been taking full advantage of vacation time which ends tomorrow.

I managed to get movement working for the ships, so the first radial menu command actually does something now.

In that shot I have my ship sitting over the top of the sun in the upper left corner. I'm going to click on the Wormhole.

Which currently only shows move, and next (used for when more than 7 commands) as those are the only ones I've been testing at the moment. I click on move (ship icon)

Then the other main thing I worked on was getting the actual UI working for the space scene as commands beyond move will be heavily tied to how many resources a player has, credits they have, what techs they have unlocked from the research tree, etc.

That is with the player's section expanded rather than collapsed off the side of the screen. It shows Credits, Food, Energy, Water, Ore, Crystal, Synthetic, Research, Population, Unallocated Freighters, Unallocated Transports, and Unallocated Patrol ships.

The Other player section shows all zeroes for the moment as that is a bug I need to fix, but I was not aware it was an issue until I got the UI working. This is a good example of WHY I needed the UI working. The values should be the same as for the player on this particular map.

Then in the lower left we have the Tech tree. Right now since I have 100 research resources available it has the button available to be clicked to purchase level 1 tech in any of the 10 tech trees. Each branch has 5 levels.

Tech trees are:
Propulsion, Military, Research, Engineering, Cargo, Xenobiology, Real Estate, Courier, Crime, and Colonization.

It has been a pretty productive last few days. Production on the game should move along at a fairly fast clip at this point.

There are some stuttering/lurching moments that I am pretty sure are either tied to Networking that I used, an asset called More Effective Coroutines Pro, or potentially both. I'll work on fixing that, but that is a minor inconvenience at this moment. I believe if I can use multi-threading and push the network layer off onto another thread than the main one it will likely resolve this issue.

This is nothing like my normal posts. It is not philosophical, musical, etc. It is however, one of my big passions, so this is also a type of post I will make fairly frequently as I work on things.

I know it may not be a taste cup of tea for many of you, but rest assured I will continue to write other types of posts as well. I have a lot of interests, so my posts will differ over time, and a lot of the time they will likely cluster.

EDIT: As to the terrain effects part of the title. Flying through different types of sectors has different movement speeds.


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Hey @dwinblood! Really interesting. Thank you!

  ·  8 years ago (edited)

Nice to see another developer on here! Don't know why I didn't notice your posts before actually.

Perhaps because I was stalled. I did a lot of game dev, and tutorial posts months ago. I tend to write about a lot of different things and because I was stalled and needed an uninterrupted day to blast back some time consuming mental juggling acts. Which I finally got this last week by taking vacation from work. I am on call 24/7 so weekends I planned to devote to this would invariably get interrupted.

I'm past that point though and it should flow nicely from here.

I'd have finished this game years ago if I wasn't set on making it multiplayer.

  ·  8 years ago (edited)

Are you using Unity? If so there are some multiplayer assets like PUN that make it easy thankfully, I know exactly what you're going through with the whole features things. I was fanatically determined to get saving and loading working for my game and spent ages on it but thanks to that just about every other genre now has opened up for me and I'm having a quiet spell now that I'm getting everything finished and polished up.

Now I'll get to focus on way more ridiculous game ideas I have ready :D If you want to do multiplayer that's your business, but I'd say especially for a first game it's extremely risky to put in multiplayer because unlike true offline singleplayer games you have monthly fees to worry about if your game gets big and bandwidth costs.

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