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.
There is no valid animation without good sound effects. These days we have been trying to synchronize the animation generated with ASEPRITE with various audio effects. It's not easy at all, I still haven't found a good method to edit the effects.
We have been working entirely on the design and animation of interfaces for a few weeks. We have created the weapon store, the weapon control interfaces, and the experience point allocation interface.
Hello. At Sentopix we hope you had a happy Christmas holiday. We have spent some time working on the interface of the ammunition trading store for the ship's weapons. Starting from a design on paper, we move on to action designing the interface pixel by pixel and then creating a 'canon' type animation. We hope you like it.
These last few days I have been changing the style of the meteorites and rocks that orbit the main asteroids. I hadn't had time to change them yet. I have also added more variety and more control in the creation code, being able to choose how many 'satellites' will orbit the asteroid and thus adjust the level of difficulty. I have a feeling I never have enough rocks!
We continue refactoring the enemies' code. But we are also tweaking the behavior of collisions with asteroids. Now maybe they are too soft. I want them to be more dangerous crashes, and in some ways lethal. We have also thought about dividing the ship's armor, so that one section is in charge of receiving and absorbing combat damage and another part will be in charge of absorbing damage from impact with rocks. Both factors can be improved during the game, by investing the money that the player will earn with the missions.
This last week I have been perfecting the Torpedo's area damage. I want the torpedo to be a powerful and very destructive weapon, which can affect both enemies and asteroids (and can even destroy parts of larger decoration asteroids in the future). On the other hand, it will be a slow weapon and quite expensive to obtain. I found a bug that prevented cannons from receiving area damage and I fixed it. Apparently there was a little confusion in Godot's system of layers and collision masks. In the screenshot you can see the explosion of a torpedo destroying several nearby targets.
While we're refactoring all of our enemies' code, we've been making sketches for our future characters. What do you think?