Forge On - Movement (Trusters / Travel Mechanics)
Stives

This week was one of those weeks where the focus was on what I'm not going to do. Still progress but unfortunately that means not a whole lot to show.
The big thing this week was attempting to get the travel mechanics working the way I want them. It's been more tricky than I was hoping. Allowing the player to turn without drag (like you would normally in space) is not terribly fun. I would like the player to have far more control over their ship. Still haven't quite figured this part of the puzzle out yet but it's at the forefront of my mind. Any ideas?
I've decided I don't really like the final result I got when allowing players to connect multiple parts to a single connection area. I will still be keeping the connection areas; they should still make for a great way to augment various parts / weapons on the connection areas. Weapons and other parts will likely still be able to placed multiple to a single connection area. Guess that is something I will have to verify once I get to that point.
In order to try to show something off this week I did some work on the thrusters. That's what I have show in this video. To be honest I'm far happier with this iteration of the thrusters. Thinking of adding a white core to the thrusters, thoughts?
7:15 PM
Beard Logic
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Development
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Forge On
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Indie
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Space
Forge On - Ship Construction (Multi-Connections)
Stives

Connection areas are now able to support multiple connections. This important for making more complex ship designs but it also will allow the player to augment their ships components. I will be adding more part types as development progresses. Anything you would like to see? I have had a couple suggestions (1) Discs - Like a flattened sphere. (2) Hard-Edged Hex/Oct Prisms.
Still needs polish and there are number of glitches to fix, but the core mechanics of the game are really starting to come together.
I'm very interested in hear anyone's opinions/suggestions on the build mechanics, or really anything else you might like to see out of a this game. Thanks!
10:35 AM
Beard Logic
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Construction
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Development
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Forge On
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Indie
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Procedural
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Space
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Technical
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Tricky
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Unity
Complex Ship Connections
Stives
Creating more complex ship connections, I now have the infrastructure necessary to allow multiple parts to connect to a single connection area. This is the reason I decided to go back and redo the connection areas in the first place. I wasn't thrilled with limiting the player to a single connection per area.
There are additional bonuses to doing things this way as well. I will be able to introduce a more interesting build mechanic that involves placing parts on the nodes and getting bonuses based on how they are placed. I will go into detail on this in future posts and as progress in this area continues.
I've also added "Travel Mode" for ship parts so that when traveling the circuit areas will be hidden. I believe this makes the ships have a more finished appearance.
What do you think?
12:03 PM
Procedural
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Space
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Tricky
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Unity
Mining In Forge On (And Infinite Travel)
Stives

The hard edges between rock and the resources were bugging me so I wrote something to handle a smooth transition. I like it way more now, what do you think? Additionally I managed to get something working for infinite space travel. I'm still not sure if I want to go for seamless travel or not in Forge On but at least now I know I can.
10:45 AM
Beard Logic
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Development
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Forge On
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Indie
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Mining
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Procedural
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Space
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Tricky
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Unity
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Voxels
Forge On: Mining Resources
Stives
Mining in Forge On

Sorted out the ability to mine out resources. Added some particles, improved the mesh disintegration. Changed the materials / lighting. I'm starting to really like the way this looks, this physics needs a bit of work but otherwise I think the concept has been proven :D.
2:01 PM
Beard Logic
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Development
,
Forge On
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Indie
,
Mining
,
Procedural
,
Space
,
Tricky
,
Unity
,
Voxels
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