Monthly Archives: October 2014
Today I wasn’t very motivated, an overall lack of energy… So I started by doing some writing, but the inspiration wasn’t great… Then I moved towards some research (mainly decals, ended up on this link which is probably the approach I’ll follow, although I’m not using deferred rendering on this game: goo.gl/S8o2W2)… Finally, decided to […]
Just finished the infiltration mission… It’s a bit more fun that I was expecting, which I guess it’s a rather good thing… Unfortunately, I’ve found a lot more bugs in the process… For example, on the screenshot above you can see props that should be on the wall in the middle on the room, for […]
Well, for some time now things were going slowly but according to plan… No, not anymore! Too bad I didn’t take a screenshot of the before, but the pirate lairs were a mess… The laser beams were in the wrong position, the ceilings weren’t displaying, the props were all over the place… Just some small […]
Started work on the infiltration missions. In this type of mission, the player will be given a pirate lair and will have to infiltrate it, keeping casualties to a minimum. Every casualty will lessen the reward, until it basically only pays for the travel. I mostly worked on the text part of the mission. It […]
The title says it all! This screenshot is from the “dynamic” scan: player has to follow that thing around for as long as the scan takes, or else it will fail… I think I’m going to work on the infiltration missions next! Now listening to “Holy Land” by “Angra” Link of the Day: I don’t […]
Finished the first sample mission subtype, in which the player has to look for the sampling area using the sample kit. The sampling area doesn’t show up until the player takes a sample near it, and the sample kit will give a base direction when the sample area is not visible. Now listening to “So […]
Continued work on the sampling random mission, probably will have the whole logic part finished by tomorrow! That “tracer” is what happens when you use the sampler still far from the location of the sampler point. It points in the direction of the sampling point, and you’ll have to follow it to find it. This […]
Today I’ve started the next type of random mission: the sampling mission. This comes in three flavors: find a source of some anomaly, scan some particular places or hunt down the source of an anomaly (the first and the latter seem similar, but they play very differently). Today was mostly generating the mission text, but […]
Finished testing and bug-fixing the delivery mission… A lot of small stuff, but I think I got it all! Think the next mission type is going to be the “sampling” mission, in which the player receive a target planet and some sampling spots, and it has to go sample them with the sample kit. It’s […]
Cleaning up the random missions is proving to be a bit more challenging that I expected… Due to the way STL maps work, if you try to access something that isn’t there (an entry for which there is no key), it will create a key for it, which screws up my iteration code which isn’t […]