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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon Jun 26, 2006 10:06 pm Post subject: FreeUniverse Status |
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Current status:
I have very much working already, I would rather say what I don't have working:
* Jobs: randomly generated quests you can get from stations and planets for faction/money rewards
* Item pricing: the functions that generate prices for items hasn't been implemented (everything is 100 credits currently)
* Complete graphics set: not many graphics exist for planets, items etc.
* Sound effects!
There is more... but those are the biggies
I'm also trying to think of ways to prevent the game from getting 'boring' The game is inherently endless, but I need something to drive the player to "get to the next level", and drive the player to make goals.. I was able to do this with 3059, but I'm more than open to suggestions
I will have something up on the SVN shortly... stay tuned |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Tue Jun 27, 2006 5:28 pm Post subject: |
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SVN is now online! Visit the project's page for more information about compiling (the EXE is included so you should be able to play without compiling)
You will need the SDL libraries, but I think these come with the ArcGames library. |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Wed Jun 28, 2006 8:32 pm Post subject: |
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I updated the SVN. Lots of updates:
* now using the correct Arc version for the .EXE, so devil.dll is not required
* added support for game throttling
* major improvements to ship AI
* items now spawn off mined rocks, AI and yourself can pick these items up using the 'p' key
* ships now have good limits to utility counts
* many other general improvements
* added screenshots |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Thu Jun 29, 2006 8:10 pm Post subject: |
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Revision 8:
* updated ship AI, mostly attacking AI improvements
* homing weapons improvement
* missles/torpedos now slowly regenerate ammo
* ships now drop items on explosion
* general fixes
Stuff I'm working on for next revision:
* AI need to use strafer engines
* item pricing?
Stuff for future revisions:
* jobs
* cloaking device operation
* sounds
* character creation
* saving/loading |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Sun Jul 02, 2006 8:21 pm Post subject: |
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Revision 9:
too many improvements to list.. big things:
* alpha pricing / weapon / ship balancing implemented
* ship AI improved some more (they strafe etc.)
* many GUI fixes
* player now starts as a near-stripped shuttle near a planet/station |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Wed Jul 05, 2006 8:03 pm Post subject: |
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Revision 11:
* added main menu, 'p' key is gone from title screen
* ships now use cloaking devices
* small tweaks and fixes, mainly to ship AI
Issues hopefully resolved in next revision:
* game becomes very jumpy (at least on my machine) when many ships are in play -- I'm not sure if this is because too much processing is happening, garbage collection or something else
* sensors and cloaking devices don't have prices yet, they are currently 1 credit each
* sensor vs. cloaked ships isnt fully tested |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Thu Jul 06, 2006 8:31 pm Post subject: |
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Revision 12 (mainly bug fixes):
* fixed the jumpy bug! this also fixes the erratic movement bug -- it was a problem with removing objects from the game (destroyed ships, old projectiles etc.)
* fixed a bug that caused miners to run when they weren't in danger
* other small fixes
Next revision:
* sensor/cloaking issues -- now i think i can get to this
* most likely more balancing / price tweaks |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Sun Jul 09, 2006 6:55 pm Post subject: |
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Revision 14:
* fixed some faction bugs
* started new / load game options
* player now starts without a cruiser / cloaking device
* fixed some AI bugs
* started code for player statistics
* cloaking fixes
* small improvements
Working on:
* saving / loading player files
* tracking player statistics (this will be used in job offerings) |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon Jul 24, 2006 6:33 pm Post subject: |
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Revision 15:
* saving/loading player information now implemented
* can now start/load a new game without program exit
* can now jettison items by holding 'j' and clicking the item in space
* small improvements / fixes
I've started "questing" code -- it should give unique and fun quests to do
What I'm working on:
* improve homing weapons
* quests / jobs
* unique names for stations, planets etc. |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Tue Jul 25, 2006 8:06 am Post subject: |
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Hi, I just recently fixed 2 small bugs in the Arc .zip (needed to convert char[] to char* with toStringz) and updated the zipfile so that Arc and Derelict will compile with DMD v.163.
Also, I was able to successfully build FreeUniverse with DMD v.163 but I had to make these changes...
1) Rename object.d file to any other name besides object, or else compiler will crash
2) In your code, rename "font/best.ttf" to "font/coprgtb.ttf", or rename that file to 'best.ttf'
3) Import std.stdio and std.mmfile in init.d
4) When FreeUniverse tries to save, I get the error 'could not open or create file saves/Anonymous.ship', I do not know if you need to add a blank folder called 'save' ? because when I try to restart the game tries to read that file and then it fails and I can't find the data file where it is stored.
5) delete DevIL DLL files from SVN
Also two small suggestions for the game
1) Install All button
2) Shortcut key "I" for install
Goodluck upgrading to DMD v.163!
~ Clay |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Tue Jul 25, 2006 9:31 am Post subject: |
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Quote: | Hi, I just recently fixed 2 small bugs in the Arc .zip (needed to convert char[] to char* with toStringz) and updated the zipfile so that Arc and Derelict will compile with DMD v.163. |
Great -- I was looking forward to compiling with v163
Quote: | 4) When FreeUniverse tries to save, I get the error 'could not open or create file saves/Anonymous.ship', I do not know if you need to add a blank folder called 'save' ? because when I try to restart the game tries to read that file and then it fails and I can't find the data file where it is stored. |
Yeah, you need an empty "saves" folder... I should add some code to automatically create needed folders before crashing
Quote: | Also two small suggestions for the game
1) Install All button
2) Shortcut key "I" for install |
Yeah, I have been planning on updating my button code to include shortcut keys... I will add an "Install All" button, but keep in mind the ship might not be able to install all of your items, so it will just attempt to install everything
Quote: | Goodluck upgrading to DMD v.163! |
Thanks! and thank you for the input
- jeremy |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Thu Jul 27, 2006 9:39 pm Post subject: |
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Revision 16:
* added "Install All" button
* improved homing weapons
* saves and universe folders are created automatically if they dont exist
* compiles with DMD v0.163
Working on:
* jobs jobs jobs |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Sat Aug 05, 2006 9:40 am Post subject: |
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Sorry, I've been very busy with some family things these last weeks, so I haven't had much time to work on FreeUniverse... I have made some progress, and hopefully I will have some more free time coming up soon -- updates may be seen next week. |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Sun Aug 13, 2006 4:49 pm Post subject: |
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Revision 17:
* added alpha job generation. you cannot currently accept or complete jobs yet, but you can see what kind of jobs are available
* improved attacking ship AI
* added faction infomation when docked
* other small improvements |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon Aug 21, 2006 9:43 pm Post subject: |
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Status update (no revision submitted yet):
* job creation is coming along nicely, in my internal versions, you can accept jobs and job targets are created. I'm working on all of the job completion / failure checks
Just want you to all know I've been having a bit more free time -- and I am working on it. I don't like to commit things to the SVN unless they "work" ( at least a little bit ) -- so when jobs are at some somewhat playable level, I'll commit, which should be this week.
- jeremy |
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