The Quantum Principle (sci-fi rts/rpg in space)
a small progress report:
- I've completely finished the missile weapons tree and it is working in the game
- I've completely designed the general upgrades tree and ii is ready to be implemented in the game
- ballistic weapons and specialist weapon skills are about 60% done
- the energy weapon tree is ready on paper and I'll start putting it in game when the other trees are finished
- I've been adding player weapon skills, like deploy ballistic turrets, mines, and I've started with adding extra turrets to deploy (energy, torpedo and missile turrets) and I've designed an anti missile flare skill
- I've started creating the code for sensor drones and scanning planets for life, resources and points of interest
and finally I've been making my game prettier here and there with lights, flares, particles and glowmaps, nothing over the top since I want a constant 60-65 fps :P
and that's this weeks progress report! ;D
Here is the latest movie for my game (dated 30 january 2014) :
The movie features a lot of action and showcases the player skills currently implemented and working in the game.
The following skills are used all throughout the movie:
Deploy Ballistic Turrets: level 4, deploys 2 autocannon turrets, 1 auto shotgun turret and a dual gauss cannon turret
Deploy Missile Turrets: level 4, deploys 2 mrm turrets, 1 renegade torpedo turret and a taurus df torpedo turret
Magnetic minefield: level 3, 5 magnetic mines are dropped at your current location doing heavy damage on impact
Nano repair bots: a passive skill, that automatically activates nano repair bots when the player takes damage
Let me know what you think so far and enjoy!
thanks CJThomas!
another update on the game's progress:
if you have some time to spare and want to support my game than it would be SO VERY COOL if you would like my facebook page!!
A while ago I started on the code for sensor drones and the scanning of planets for resources and interesting features (like life, artifacts, etc…) and last night I finished that part of the code.
When the player discovers a new planet in the solar system he or she can select it and a small pop up window will activate in the top right corner with the name of the planet and the option to launch a drone and not much in the way of information.
If the player has 25 ore to spare, they can press the 'launch sensor drone' button, and once the drone reaches scanning distance to the planet, it will start scanning, and after a while the amount of resources the planet has will show up.
When the scanning is complete the drone will deactivate and implode.
Next think I'll do is add a random feature generator to each planet (these will also be discovered after a scan), and after that I'll start working on the option to build stations in orbit of planets the player scanned (military, civilian and mining stations). I might make certain features on the planets require certain orbital stations or maybe a bit of research before they can be used or exploited …
I finally made a logo for the game!!! I had been thinking about what I wanted it to look like, and I always had a sword and a planet in mind, since that's what the game is about after all. So I designed a sci-fi type of sword that would fit a space knight well in my opinion. I made a little planet swoosh symbol ... and voila! A logo is born!
here's the logo
http://i.imgur.com/ichQ6Nw.jpg
Another update!
- planetary anomaly generator is in and works, scan planets and discover a smugglers den or an abandoned colony on the surface, or accidentally activate a homing beacon causing an ancient alien menace to awaken and warp to your solar system …
- orbital development (wip) build stations in orbit to gain bonuses, defenses, resources, …
- new player ship and drones added
here are some screens:
http://i.imgur.com/3sbdGJd.jpg
http://i.imgur.com/SRAgDBP.jpg