Tag Archives: random
Halfway through the infestation code. There’s two variations of the infestation mission (and none of them are actually infestations): defend and clear. On defend, waves of enemies spawn and the player must survive and kill them all. In clear, everything is already spawned, and the player just has to clear it up. Currently I’m working […]
Today I finished the code for the text of the infestation mission… It’s not as varied as I’d like but it’s complicated (in this context) to write generic enough text that can take any type of customer, enemy, etc… I’d probably be better if I’d made some sort of L-system to create the text, maybe […]
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 […]
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 […]