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Development Logs

Entries in this blog

 

From: Sol-Ark [WiP] New devlog (23/07/2015 CheckPoint)

[quote name="Alex Martial" post="5242937" timestamp="1437997467" date="27 July 2015 - 02:44 PM"]

Hello, friends!

We are updating this thread with a new devlog (23/07/2015 CheckPoint).

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark is evolving right before your eyes!





Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark [WiP] New devlog (23/07/2015 CheckPoint)

Alex Martial

Alex Martial

 

From: Sol-Ark [WiP] New devlog (07/07/2015 CheckPoint)

[quote name="Alex Martial" post="5239271" timestamp="1436462034" date="09 July 2015 - 08:13 PM"]

Hello, everyone!

We are updating our thread with a regular devlog (07/07/2015 CheckPoint).

Take a look, how Sol-Ark evolves right before your eyes!



We want to give a HUGE thanks to everyone who helped us test the latest build of the game. Some of you racked up four or more hours of playtime which we find truly incredible. I'm sure the body count for dead astronauts is well in the hundreds. Nice work. We have received an immense amount of feedback about what is working great and what needs to be improved. It's helped us formulate a better development plan and given us a good, hard look at where we need to go in order to build a great game.

Part of this decision involves switching our engine over to HAXE, which will help us tremendously in the long run. Much of our time has been dedicated to crafting the particulars of an engine that suits our game's needs, which are quite complex, but utilizing HAXE at this stage will allow further progress to come more smoothly and readily.

We'll be announcing some things in about a month from now, so stay tuned, and if you managed to get your hands on our build we hope you play it until the solar system is littered with dead pirate bodies.



Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark [WiP] New devlog (07/07/2015 CheckPoint)

Alex Martial

Alex Martial

 

Sol-Ark [WiP] New devlog (16/06/2015 CheckPoint)

[quote name="Alex Martial" post="5235403" timestamp="1434610128" date="18 June 2015 - 09:48 AM"]

Hello, friends!

We are updating this thread with a new devlog (16/06/2015 CheckPoint) and a new gameplay video.

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark is evolving right before your eyes!





[VIDEO] [/VIDEO]

Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark [WiP] Testing announcement + New Devlog

Alex Martial

Alex Martial

 

Testing announcement + New Devlog (10/06/2015 CheckPoint)

[quote name="Alex Martial" post="5234291" timestamp="1434031269" date="11 June 2015 - 05:01 PM"]


TESTERS NEEDED FOR DEEP SPACE GAMEPLAY

***********************************************




Have you ever wanted to build a spaceship, take care of astronauts, mine asteroids, and subsequently watch your vessel get obliterated while your crew chokes to death on interstellar void? Come join us as a volunteer tester for Sol-Ark's demo.This will be a closed test, super secret, and used to help us with our full demo release at the end of June.

Sol-Ark is currently running through its pre-flight checklist and is looking for a handful of brave (and unpaid) testers to strap themselves to our rocket and see what happens. We're reaching out to those who have commented on our posts and articles so far, basically anyone who showed any sort of interest in the game to date.

Sol-Ark is still in its prototype phase and we are looking to get some broader feedback before we put out a hardened, finite demo for everyone to get their hands on. This means that the builds you'll be playing will be limited in some capacities and don't represent the final gameplay and graphics that we're shooting for. There are placeholder elements for the user interface, windows, menus, that sort of stuff. Some gameplay mechanics will be switched off so we can focus in on things we know need to be tested, we'll test all aspects of the game a bit later. You may encounter errors and bugs or lags, and we're hoping you find some! We need this kind of feedback and want you to report back to us with all your thoughts, opinions, and experience. All of your input can be submitted via a feedback form we'll provide you with should you be chosen for our little deep-space experiment.


What we'll need from you:



Your email address

An internet high five ( ^?^)?

A promise you won't blog, tweet, post or hoot and holler about everything you'll be playing, at least for a little while.



Still interested?

Shoot an email off to [email=""]solarkgame@gmail.com[/email] with "Tester" in the subject line.

So keep your eyes on your personal message transponders and look out for an incoming message signal from a far off galaxy. It's either an invitation to test, or a distress signal because I miscalculated my required propulsion (again) and have flown clear out of the solar system.


***********************************************

New devlog (10/06/2015 CheckPoint)





Full list of performed work you can find on Sol-Ark's blog with devlogs




Take a look at Sol-Ark's page on IndieDB website or Sol-Ark's blog with devlogs to know more.

Join us on Sol-Ark's official website to stay tuned
[/quote]


Source: Sol-Ark [WiP] Testing announcement + New Devlog

Alex Martial

Alex Martial

 

New Devlog (02/06/2015)

[quote name="Alex Martial" post="5232538" timestamp="1433324643" date="03 June 2015 - 12:44 PM"]

Greetings to all you dirty astronauts stuck in your gravity wells!

We are updating this thread with a new devlog (02/06/2015 CheckPoint).

Over the last week we've made some major strides towards balancing gameplay and polishing the features already inside of it. Enemy ship behavior is receiving a major upgrade that changes some fundamental characteristics of space battles, NPC combat, and even how you arrive at a "Game Over" or make a startling comeback. Needless to say, cruising by asteroids and suns in the game is becoming evermore exciting. Soon enough we'll drag you off planet and you'll understand why.






Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WiP] New article - Resources

Alex Martial

Alex Martial

 

New article - resources

[quote name="Alex Martial" post="5232153" timestamp="1433168101" date="01 June 2015 - 05:15 PM"]

Hello, friends! We are publishing a regular article from a series about main Sol-Ark's features of gameplay - Resources!



Any successful interstellar adventure requires resources. Sunlight, water, organic compounds, minerals, all of these are crucial for prolonged voyages into the void. In Sol-Ark you will need to spend time harvesting these resources and putting them to good use. One of the most viable means of resource collection involves mining asteroids, as the big hunks of floating rock are fairly common in every solar system.



Read full article on Sol-Ark's page on IndieDB portal

Join us on our website to know more
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WIP] New Devlog

Alex Martial

Alex Martial

 

New Devlog (26/05/2015)

[quote name="Alex Martial" post="5231190" timestamp="1432710543" date="27 May 2015 - 10:09 AM"]

Hello, friends!

We are updating this thread with a new devlog (26/05/2015 CheckPoint).

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark is evolving right before our eyes!





Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WIP] Micromanagement

Alex Martial

Alex Martial

 

Micromanagement map level

[quote name="Alex Martial" post="5230776" timestamp="1432538443" date="25 May 2015 - 10:20 AM"]

Hello brave space explorers!

We have a quick update and video covering some aspects of the Micromanagement Map Level inside the game. Check back weekly to stay up to date on our game's progress and to see the new stuff we're launching out of our torpedo tubes.



We all have priorities in life, but even though I know it's more important to put out a kitchen fire than take a shower, the same doesn't go for astronauts in our game. It's the player's responsibility to select task priority for their NPC crew and order them accordingly.





Read full article on Sol-Ark's page on IndieDB portal

Join us on our website to know more
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WIP] New devlog and gameplay video

Alex Martial

Alex Martial

 

Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WIP] New devlog and gameplay video

[quote name="Alex Martial" post="5229982" timestamp="1432103586" date="20 May 2015 - 09:33 AM"]

Hello, friends!

We are updating this thread with a new devlog (18/05/2015 CheckPoint) and a new gameplay video.

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark is evolving right before your eyes!





[video] [/video]

Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New article - Local space

Alex Martial

Alex Martial

 

New article - Local space map level

[quote name="Alex Martial" post="5229423" timestamp="1431854315" date="17 May 2015 - 12:18 PM"]

Hello, friends! We are publishing a regular article from a series about main Sol-Ark's features of gameplay - Local space map level!



Space is a vast and wild frontier. Survival on its fringes often boils down to tried and true violence. You'll need to fully understand your ship's systems and its offensive/defensive capabilities if you don't want to be torn apart by other vessels lurking in the dark.



[video=youtube;CAMFO2BG-4I] [/video]

Read full article on Sol-Ark's page on IndieDB portal

Join us on our website to know more
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New devlog and gameplay video

Alex Martial

Alex Martial

 

Devlog #51 (13/05/2015 CheckPoint)

[quote name="Alex Martial" post="5228908" timestamp="1431585717" date="14 May 2015 - 09:41 AM"]

Hello, friends!

We are updating this thread with a new devlog (13/05/2015 CheckPoint) and a new gameplay video.

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark is evolving right before your eyes!







Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] Star system map level

Alex Martial

Alex Martial

 

Star system map level

[quote name="Alex Martial" post="5228319" timestamp="1431331813" date="11 May 2015 - 11:10 AM"]

Hello, everyone! We are publishing a regular article from a series about main Sol-Ark's features of gameplay - Star system map level!



Space is huge. Simulating vast interplanetary expanses on a screen is something we've thought about a great deal, and we have some secrets to share in regards to its exploration. Sol-Ark's System Map will give you an overview of the entire solar system you and your crew have warped into. All the space shown is playable.



Read full article on IndieDB page

Join us on our website to know more
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New Gameplay video and devlog #50

Alex Martial

Alex Martial

 

Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New Gameplay video and devlog #50

[quote name="Alex Martial" post="5227756" timestamp="1431008620" date="07 May 2015 - 05:23 PM"]

DEVLOG #50 (05/05/2015 CheckPoint)

Hello, friends!

We are updating this thread with a new devlog (05/05/2015 CheckPoint) and a new gameplay video.

All graphics and gameplay features are a work in progress.

Stay with us and look, how Sol-Ark evolves right before your eyes!

P.S. On community's demand I've spent more than 6 hours, fixing all our threads on different forums and portals. First of all, I deleted (but left their links) all visible gifs from previous posts, excepting the zero post and last messages.

My apologies to everyone who had troubles with that. From now, we'll use gifs only in the first and in the last messages.





[video=youtube;AVSlHZZXUNE] [/video]

Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.
[/quote]


Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New Gameplay video and devlog #50

Alex Martial

Alex Martial

 

New article about gameplay - Control systems

Hello, everyone! We are publishing the twelfth article from a series about main Sol-Ark's features of gameplay - Control systems



Monitoring your ship's systems could be a full time job. But with angry pirates, alien infections, and intercosmic masers constantly threatening your existence you can't always be micromanaging your
systems. That's why you'll have the ability to set systems to run automatically or be subjected to the errors of manual control.





Read full article on Sol-Ark's IndieDB page

Join us on our website to know more

Alex Martial

Alex Martial

 

Sol-Ark's devlog checkpoint #49 (28/04/2015)

Hello, everyone!

Greeting from Sol-Ark's team!

We are starting to post our own developer journal.

Stay with us to see together how Sol-Ark is evolving right before our eyes.


Our first post here - is checkpoint #49 from Sol-Ark's official blog with devlogs







List of all performed work during last week:

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

Check Sol-Ark's page on IndieDB website and our blog with devlogs to know more. Join us on Sol-Ark's official website to stay tuned.

Alex Martial

Alex Martial

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