The map is being redefined. We are redesigning the exploration in our game. To complete the story, you'll have to navigate through a more classic, linear system of asteroid fields, full of dangers and rewards. You'll need to visit them one after another. Each field you visit will be better protected and guarded, but the minerals you find will be worth every shot. Ready for the most dangerous adventure yet?
Hey Rocksteroids community! We're about to embark on a new development phase and wanted to share the direction we're taking. After a lot of analysis, we've decided to focus our energy on the heart of Rocksteroids: Pure action and adrenaline. The idea is to make the gameplay experience smoother and more rewarding, so that every game feels like a victory. To do this, we're going to simplify the level structure. This means the exploration of the asteroid fields will have a more linear path, with a fixed number of stages that will lead you through the story and the challenges. The concept of an open map with re-visitable areas is something we're fascinated by and have in mind for the future, but for now we're focusing on perfecting this more arcade and direct experience. We want you to feel like you're constantly progressing and that every achievement brings you closer to the goal. We're really excited about what's coming and hope you'll love it too!
Hello, it's summer here in Spain and the sweltering heat makes the beach more appealing than sitting in front of the computer. Even so, we're still working and refactoring certain parts of the code to make it more organized. We're also seriously considering porting all the code to Godot 4 — it would be a huge task, but surely worth it. Thank you for waiting.
Don't let our quiet fool you! These past weeks, we've been hard at work implementing the mineral refineries. These formidable, well-defended installations are ripe for attack and destruction—but prepare for a challenge! We're making steady, relentless progress on our game, Rocksteroids.
Lately, we've been working on the COMMAND CENTER, a screen that will centralize access to the various menus and screens of our game, ROCKSTEROIDS, such as the Experience Interface, the map, or the repair area.
The Rocksteroids team is back! After a brief hiatus due to personal reasons, we're excited to resume development. This week, we've immersed ourselves in creating the ship customization system. We want to offer players a unique experience, allowing them to assemble their ships with a wide selection of components: from hulls and wings, to engines and auxiliary systems. We've also dedicated time to perfecting the visual effects of space navigation, seeking total immersion in the Rocksteroids universe. Get ready for more updates!
Hey everyone, don't worry, we haven't been slacking off at all these past few days! We've been putting the finishing touches on our roadmap for the abandoned space station adventures. We've added even more enemies, sneaky mines, radioactive hazards, and reward-filled crates. There are just a few minor details left to iron out, but this part of Rocksteroids is almost ready to go!
We're putting the finishing touches on the tiles that will map out our deserted space stations. We've got 144 tiles, each a tiny 64x64 pixel universe. It's a labor of love, but the end result will be out of this world.
Our hearts have been with Valencia during these difficult times. Du to the floods, we've dedicated all our efforts to helping those most in need. Because of this, the development of Rocksteroids has had to be put on hold. We'll be back to fully inmerse ourselves in our project.
Our initial 32x32 pixel tiles were too small for our autotiling algorithm to generate the desired results. To overcome this limitation, we had to completely redesign all tilesets, doubling their size, and rework our procedural station generator. This significant undertaking took approximately 20 days to complete
We've been hard at work refining our procedural level generator to craft truly claustrophobic environments. Even with the constraints of Godot 3.5's tilemap editor, we've succeeded in creating maze-like corridors that deliver a thrilling and suspenseful gaming experience. Our aim is to plunge players into a hostile setting where danger lurks around every corner.
These last few weeks we have been working on new game mechanics. Adding the possibility of landing directly on asteroids or enemy stations.
We have been improving the information that the pilot receives. Thus we have incorporated a radar that marks the position of the asteroids, making navigation within the rock field easier.
These last few weeks we have been working on creating the cruises. Larger enemy ships, slower to maneuver, but with independent turrets that can target the player's ship. In order to take them down, you must first destroy each turret, one by one. On the other hand, we are also working on the creation of cargo and mineral transport ships, which can be intercepted and attacked, and logically once destroyed recover their cargo.
Hello everyone. It's taking me more time than I thought to implement the player's RPG skills and attributes system. You have to plan everything well so as not to end up in a sea of disconnected and meaningless variables. This is where the power of dictionaries and arrays becomes your lifeline. On the other hand, keep in mind that this is a one-man project and I am not dedicated to this full time. Don't worry, little by little we are moving forward. More news soon. Thanks for being there.
This last month, we've been very busy implementing all the logic behind the RPG aspects of Rocksteroids. This is a quite complicated job, we must keep in mind that internally, we work with many variables that interact with each other and we must pay close attention to the changes. Little by little we are moving forward. At the same time we have been making the appropriate changes to our "Docks and Shipyards" screen, reorganizing the information and planning the system of weapons upgrades.
These last few days, I have been debugging the collision code. Now, when hitting an asteroid, our ship will bounce around and lose some speed.
I am changing the design of the interface buttons. The old one was too coarse, fat and chunky, the current design is more stylized, minimalist and visually more attractive. What is your opinion? Left, old design. Right, new design.