So I decided to start a little WIP to see what people thought of my new game - and because to be honest it's kind of loosing focus slightly. It also doubles as a nice little dev log for myself.
Star captain is an FTL inspired cross between Star Trek and Frontier. The jist is that you will have two game modes - you can play Federation missions, a la Star Trek, and rank up, get bigger badder ships, complete mission assignments etc, or you can just go rogue and play around in a little sandbox universe and be a trader, assassin, explorer, pirate, taxi, miner - whatever really.
Anyway, I will keep this post up to date with the latest developments, however please leave any feedback you want, from a technical perspective or a gameplay one.
Ta.
Video 1:
So this one was from January when I was first prototyping the idea, and shows 200 units pathmapping around a ship.
https://www.youtube.com/watch?v=0CUEo9FzYrI&hd=1
Video 2:
From April 16th (after a break) this video shows some of the pathmapping with debugging on - units will now move around each other and queue for others. Green is an initial pathmap, red is a recalculation after hitting a block.
https://www.youtube.com/watch?v=es3vMDUQ8rc&hd=1
Videos 3 & 4:
From May 10th, these videos give a quick run down on the AI and editor in game.
https://www.youtube.com/watch?v=WBdOlg-IcO0&hd=1
https://www.youtube.com/watch?v=Fd7p2VoH-t0&hd=1
Videos 4 & 5:
So I started playing around with damage system and particles, and this next video shows an early damage system. This worked by pasting two sprites then grabbing the results, but it was slow (May 19th).
https://www.youtube.com/watch?v=CoFqDHCb8ik&hd=1
So I got to looking at memblocks and now it's far more sophisticated. Damage "holes" are now done entirely in memory so that culling is based on a stencil brush that can be any shape. I have also added subsurface damage simulation using a second brush which is a damaged rebar style image. Whenever a hole is created, the subsurface damage is optionally added in and a hole cut out to match the stencil shape. This is very fast and entirely in ram so alpha channel problems no longer exist when grabbing an image.
https://www.youtube.com/watch?v=-7uWLQEh2XQ&hd=1
Video 6:
Ok, so I now have the mechanics for the space view mode sorted, including planets in an early form. The galaxy will comprise of sectors (think a tiled map) and when the player warps to each one data files will load in planets, moons, stations etc depending on what's there, and these are how the player will trade and accept missions etc. This video shows the simple "point and I'll go there mechanic", looping space and a simple planet. (25/05/2015)
Also new, but not shown (for my record) AI has improved so that rooms now have crew type preference. Essentially crew, as an example, will now have an 80% chance of going to a recreational area when awake and not assigned a duty, rather than just aimlessly wandering.
http://youtu.be/IkR5RcHHGW8
6/6/15
No video this time, but a few key updates to the game. All 7 key systems and crew roles are in the game, and functional. Systems must be manned to function. Worked in a simple asteroid routine and tied all the damage elements together - added a plasma effect too and shrapnel (very WIP). Varying types of damage can now be caused. Built and mapped ship objects, now they will also be impacted by external damage, and each has an explosive factor - enemy weapons destroy the ship by a power generator and hit it again, major fireworks now.
Unit heads are now fixed when sleeping too, and lots of AI bugs were removed - pathfinding is now roughly 30%-40% more efficient.
6/6/15 EDIT:
Well, after some intensive coding, I got the new floor routine working. So now instead of drawing up to 13'500 sprites for each ship (very taxing on slower machines - such as old hardware and tablets) each ships internal floors are rendered as a single image and one sprite. On my machine (8 core 3ghz and a GTX 760) this brought along a performance increase of 17% - 79fps to 93fps. This benefit will multiply over time for less powerful machines (my laptop went from 55-64fps to a steady 71fps windowed, 96fps full screen). Phew.
Also played around with a new system that if I get it working will offer a huge performance increase and bring me back into mobile territory (with tamed down damage and particle effects), and even better will allow permanent damage and decal scarring to internal rooms too including masking by walls (think explosion marks that never fade and are limited to the room they are in by walls).
Video 7: 18/06/2015
Quite a few updates this time, but the main one is the basics of ship to ship combat are now functional. A new further zoomed out perspective allows two ships to be seen side by side, basic weapons system are in place, ships can target and fire, hull strength is simulated based on the actual graphic (each tiles strength is the sum of pixels used within it multiplied by 5), alpha colour blending now works in the memblock files - fire damage is left around holes and impacts that don't cause huge explosions now leave permanent scars and dents, added new particle effect for sparks on small impacts, and a new plasma stream effect for damage to internal systems (large power generators etc).
Additionally, I found a major bug that's been lingering since day one where a math calculation left the ships floors and objects offset by one tiles on each axis - this caused all kinds of issues which have been resolved.
https://youtu.be/h4mP07m58dA
Video 8 - 08/07/2015
Ok, it's been a while however I took a week off and then didn't get much time working on the game. However, now ship systems interface is coded in, shields are added and effective, and the hull can take damage. This short video shows how shields are affected by the amount of power sent to them, and how the ship systems won;t work while unmanned. This video also shows the AI running in full effect for the enemy ship too.
https://www.youtube.com/watch?v=sTt1x2CO2pU
18/07/2015:
Quick update for myself. Discovered a fundamental flaw in the ship cloning process, and placement of components. Rewritten and fully functional - ship creation is now working fine across multiple ship and cloning for enemies. Added a grid for tile placement making it much easier. Added semi-transparent masking effect for inside of enemy ship - only visible with Science manned (later also only with scanners).
11/08/2015:
Been a while, however now have internal damage working so that ship parts are destroyed and enemy crew and non fixed ship parts are sucked out of hull breaches. Video below.
What's next: (bold items current priority, underlined in progress)
*Rework damage so that holes suck out crew near them - done 09/07/2015
*AI bug in recursive pathmapping to be fixed
*Simple trading
*Boarding parties
*Multiple stock ship types - done 09/07/2015
*AI ships within the galaxy
*Multiple space sectors (look at practicality of a seamless galaxy)
*Extend damage to internals of ship with scarring
*Internal component destruction
*External weapons destruction
*Projectile weapons to be added
*Ship to ship combat AI - rerouting of power etc
*Full dynamic AI crew generation and placement - have some start i post, asleep etc
*Space view ship generation
*Finish adding the catalogue of stock ship parts
*Add additional ship systems in
Playable alpha expected Aug 15, full release early 2016.
Any and all feedback appreciated.