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

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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 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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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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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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We have almost finished the job of replacing the graphics with the new style. In this screenshot you can see how the new style looks, and compare it with the old one. Look at the bottom right corner (Oreo style)

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Asteroids. On the left the old design, on the right the new style.

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After the well-deserved rest after visiting the Indie Dev Day in Barcelona.
I have focused on changing the style of the asteroid graphics.
The previous designs seemed too flat to me. I think the new ones, have more volume and more contrast, I think they combine better with the aesthetics of the crystals.
What do you think?
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Asteroid field entry portal

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Icons and quantities drawn separately

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Yesterday it was already too late, when I realized that the graphic work for the loot was useless. The way I had approached it, I was going to have to do too many graphics. One for each reward. That is to say, if we are talking about 6 or 7 weapons and eight or nine quantities, it gave us a minimum figure of 48 graphics that I had to design by hand and from scratch. So I had to change strategy. 

I had lost more than five hours of work. It's much more effective to have the weapon icons on one side, and the quantity graphics on the other, and recombine them into just one image when needed. That leaves the job in just 14 or 15 sprites as you can see in the screenshot. 

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Working on the loot art once the enemy is destroyed

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