Monday, November 24, 2014
Aiming for an Early December Alpha 2
Tuesday, November 11, 2014
The Good and the Bad
Friday, November 7, 2014
Coding AI "Needs"
Saturday, November 1, 2014
Lots of Optimizing
1. "Return to Game" button on Escape Menu crashes game.
2. Credits not always displaying.
3. Escape Menu covered by Station Walls
4. Various problems with Vacuum "spread".
5. Marines occasionally vanish to up left-hand corner.
6. Doors will get stuck if a unit blocks them on closing.
7. Marine shooting image occasionally faces the wrong direction.
8. Zombie Survival Version (Kickstarter Stretch-Goal)
The door issue should hopefully be fixed by today. As I've said in a previous post I'm also hoping to make the shooting AI work a little better. Now that I've fixed the movement AI the shooting shouldn't be too much of an issue. I'm also hoping to tweak the spawn rate of random events in the game to make it a much faster tempo.
Tuesday, October 28, 2014
Fully Re-written Vacuum Code
Friday, October 24, 2014
Getting There
Saturday, October 11, 2014
Updating the Vacuum Code
Saturday, October 4, 2014
Moving Forward
Monday, September 22, 2014
Updates to Version 001
Sunday, August 31, 2014
Balancing
Tuesday, August 19, 2014
Annoying Bugs
Wednesday, August 13, 2014
Confirmed Kickstarter Alpha Release
Thursday, August 7, 2014
Is this Door Open or Closed?
Wednesday, August 6, 2014
Select What You Want
Friday, August 1, 2014
A Little Help with the Heavy Lifting
Thursday, July 31, 2014
Updates, Updates, Updates
Friday, July 25, 2014
Back in the World
Monday, July 21, 2014
All the Little Things
Saturday, July 19, 2014
Music
Friday, July 18, 2014
UPDATES!
Thursday, June 5, 2014
Kickstarter
Sunday, June 1, 2014
Finally, New Updates
Monday, May 26, 2014
Spring in Your Step
Friday, May 16, 2014
Losing Oxygen
Old Breach
New Breach
Wednesday, May 14, 2014
Simulation
Thursday, May 8, 2014
Housekeeping
Tuesday, May 6, 2014
Trade this for That?
New Model
Monday, May 5, 2014
Soon, full speed ahead!
Thursday, May 1, 2014
Workaround
Tuesday, April 29, 2014
Lots of New Features
Monday, April 28, 2014
My Apologies
Sunday, April 20, 2014
Newest Update
Tuesday, April 8, 2014
I'm Hungry
Sunday, April 6, 2014
Floating through Sapce
Friday, April 4, 2014
Blood and Walls
Wednesday, April 2, 2014
Let there be Light
Monday, March 31, 2014
Beware of Walls
Sunday, March 30, 2014
Venting to Space
Saturday, March 29, 2014
Hopes for the Future
I'm really hoping that once I get the foundation of the game worked out I can start to transition from having mere 2D sprites to incorporating some better 3D models. I played around with Blender once ages ago, and just downloaded it again. I can't promise I have a ton of free time to experiment with 3D modeling, and I'd honestly rather devote my efforts to tackling substantive game issues at this point. The point of bringing this up? I know the graphics right now aren't amazing so please keep that in mind as I work on the programming and gameplay aspect first and then I'll be moving forward to tackle graphics.
Thursday, March 27, 2014
Now on Indiedb.com
How I Keep Track of Everything
Wednesday, March 26, 2014
I'm also working on changing the sprite animations so that when a crew-member dies their sprite reflects as much. Now some games have the sprite corpse stay around forever and this places a heavier burden on older machines. Some games simply have the image vanish which isn't very realistic. I'm hoping a happy middle ground is to have the image stay in the "dead sprite animation" for about a dozen seconds.
Tuesday, March 25, 2014
Space Chickens
I give to you the space chicken. Imagine these guys running around and nesting in the nooks of your space station. Nests bustling with wires and scraps of wrappers instead of straws and leaves.
As far as the game development goes I have one rough goal I strive for. I try to add one thing to the game every day. Somedays, like today, it's relatively small and simple. This new chicken sprite (soon to be an animation) and mouse scrolling.
Monday, March 24, 2014
First Post!
Some key aspects that I believe will set Vacuum apart include:
- Creating a vacuum that sucks crew members into space when the hull is breached.
- Crew experience - The longer your crew have been with you the better they are at what they do whether that's shooting, fixing things, or just making people happy.
- Escape pods - When your ship is too badly damaged run for the escape pods. It'll allow you to save some of your crew for your next station.
- RTS style ship interior fighting.
- Physiological effects of space combat. Battle depression as your crew becomes frantic from too many deaths. Fight disease as you rescue refugees who infect your crew. Has your station run out of food? Issue the cannibalism order and watch your crew carefully as they become distrustful and delusional.