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 devlogsList 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;
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.