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.

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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.

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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.

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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.

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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.

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I've been working on new inhabitants of the asteroid field. Let's welcome the FLYMOSHKAS.

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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.

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We are back. After this short interval, in which we were attending to other personal creative projects, we returned to the Rocksteroids headquarters and continued moving forward. Thanks for waiting for us.

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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.

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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.

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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.

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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!

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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.

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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.

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While we're refactoring all of our enemies' code, we've been making sketches for our future characters. What do you think?

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These last few days, we have been repairing certain errors that we had in the shooting systems. So that any type of weapon or ammunition can damage or destroy any type of enemy. They are not very attractive or fun things, but before continuing to advance they had to be well codified.
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Hello everyone. During these days we have been busy, trying to load the necessary resources into the backgroud to start and avoid waiting on the main screen. Inserting the typical loading bar. 
We've been fighting with Godot's ResourceLoader and I think now, after several days, we're starting to understand the system.
I sincerely believe that the examples in the manual are not as clear as they should be. 

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I have already finished the redesign of the HUD. I think everything is more organized now. The weapon selector now clearly shows which weapon you have selected with each mouse button. The energy bars are longer and slimmer. The radar has also been integrated into the panel. You can see the two designs here, the old one on the left and the new one on the right.

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Before continuing, I have decided to redesign the HUD. My goal is to simplify and bring together all the bars and counters in a more compact unit that centralizes all the information in a specific area.

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Dashboard with new radar

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