Continuing from my previous post, I have unfortunately been having to manage numerous personal issues lately which has been time-consuming. However, fortunately things have been improving and I have been able to find time to produce a handful of art-assets! Screenshots below!
This month the aim is to the ‘Management In Space’ to an alpha-release stage. This means finishing up some of the core engine and UI work, updating the story events, and enough balancing to make the game consistently playable. I’ll also continue to try to get art assets done, but they do take time and I’d rather have a functioning project than a pretty one at this point in time. I have also been working with my ever-talented musician who has been producing some wonderful pieces! Fingers crossed I’ll have something to show this time next month. 🙂
Below are a handful of the ship assets for the game. I’ve completed enough of the Civilian ships so along with all the Debris and Minerals, I’m well over half-way through the ship assets! I’ve already roughed-up the designs for the remaining ships, as well as numerous station modules. We’ll see what we can pull off this month; hopefully I’m able to find enough time to achieve my goals.
Sorry about being gone for so long! I was away for family obligations (and a little R&R) for over a month in Europe! It was great to get away for a while and reset my mind; I spent a great deal of time just writing and doing small sketches for various projects, both current and distant.
I am back however! It’s been slow but I have been getting back into the development schedule churning out art assets. I’ve also been in talks with the musician for ‘Management IN SPACE’ and we’ve got some drafts in the works!
Unfortunately I don’t have much to talk about, though I will show-off some lovely little assets I’ve whipped up for M.I.S. (one Ship image, one Debris image) but I will also discuss time-frames. M.I.S. is not a major project for me, it’s a fun little side-project that spawned from a game jam. While it is heavily unbalanced and still in Alpha, the game runs and plays quite fine with a series of random events. At the moment, I am giving myself till the end of August to finish M.I.S. with two results; either as a full game for maybe $1 or as an Alpha/Beta proof-of-concept game for free. This is because I do not wish to commit too much time to this game. I really must return to the primary project, it is very important it gets completed and I have distracted myself with this fun little space game for much longer than I expected.
Anyways, as I’ll be back to our regular Dev-Diary posting next month! Till next time, all the best~!
So these past couple of weeks have been a bit all-over the place with work and obligations, but I have been able to keep working on the regular event pools, especially balancing. The regular events still have a bit to go to be balanced, but it’s getting there. I do hope I can start working on story events and unique encounters soon, but I would like to build those from a stable balanced ground first.
Some nice progress was definitely made in the art-assets! After a number of redo’s in various styles, I found a visual aesthetic for the ship and module visuals that I am happy with; fine single-colour pixel-art. Definitely not my forté but I am quite happy with how they are turning out so-far. Unfortunately, they take a while to make, but I’d like to think the results are worth it. Check out the screen-shot combo down below to see for yourself!
Because of the time it takes to balance and produce the art (and the fact I once-again have the flu…), I doubt I will be getting the game released this month. Double-unfortunately is that I am away for a month coming up soon to visit family. I’ll be doing concept work while I am gone, but I won’t be able to do updates or directly work on assets. At this point in time, all I can say is this “mini” project and my primary project will be done when they are done. Hopefully sooner rather than later, but as I have said in the past I would rather release a good project rather than a fast one. I guess we’ll just see won’t we.
Ah-wells, enjoy the screenshots and till next time, all the best! ^,,^
I am pleased to say that my Management In Space is coming along wonderfully~! Definitely behind schedule, but I guess I’m either not too great at time estimation, or over-ambitious once again and putting in too much content. Or both.
M.I.S. is now base-level playable, which is great! You start off in your little section of space managing your station, and various traders will stop off to say hi and do some buying and selling. Very peaceful! Of course I’ve also tested the game in massive combat scenarios featuring swarms of various ships circling the station fighting you and each-other! (Check out the screenshot below!)
My main focus now is two-fold; set-up events for combat and story to happen naturally, and set-up the game’s wrapper to handle and manage the game, including saving progress and managing options. The game will also need to start designing/importing art and audio assets, which will happen naturally as well.
Being more realistic, I imagine the game probably won’t release till late March/early-April. I’m going to try my best and work hard! Till next time, all the best~! ^,,^
Been busy lately with numerous things, but I have made some steady progress on my current mini-game. The game structure is progressing well, after-which I’ll be working on the art, audio, and story/events. Hopefully it won’t take longer than February has to offer~
I’ve got a lot more of the station management side set-up which is nice! And AI interaction is coming along well; ships fly in-and-out of the sector and interact with the station! Still has a bit to go but it is getting there!
Not much to talk about, but have a dual screenshot! One is an updated shot from the previous post, and the other is an image of one of the other screens.
Fingers crossed it goes well!
Till next time, all the best~!
So I’ve been trying to power through this new project as much as I can in-between my paid work. It’s coming along! Getting there! Kinda slow but definitely making steady progress. The only thing slowing me down is actual available time to work on this project, but despite that I have still managed to rebuild about 80% of the original game-jam game in a much cleaner way, as well as expanded in numerous areas, including a total UI redesign from the original layout!
I’m keen to see how it goes. It will almost certainly take longer than just the end of January to complete, but I also see this project not consuming much of this year at all (hopefully, as I would like to get back to my primary project!)
Anyways, I’m going back to work, so to tie this update off I’ve left a screenshot below of one of the game screens in it’s current bare-bones form!
Oh what 50 Dev-Diaries on this site go me! I have been doing this for over 2 years! (not to mention the monthly Dev-Diaries I have been doing on Newgrounds and DeviantArt).
So! What has happened lately? The primary project has been making progress; I’ve been assembling the main world which is taking time but going well! All the large models are done (minus finalising textures), and most of the collision set-up has been done as well. I’m also about half-way through setting up the overworld base-scripts. Getting there! However a combination of delays and other-things have forced my hand to delay the originally intended release date of this work. This came at a combination of maintaining my mental health, as I have been pushing myself way too hard, and not wanting to cut corners. When I originally undertook this project I wasn’t too sure what I was getting into, but it has really taken over me (in a good way!) and I want to do it justice. It deserves to be done right, so that everyone can share in the experience and enjoy it; the way it was originally meant to be enjoyed!
Side-note for those of you paying attention; the game-jam went well! I whipped up a little stress-filled resource-management game. I’m happy with how much I was able to achieve in such a short time! I want to touch back on it one week and upgrade it into a releasable version one day and just throw it out there, but we shall see how that goes!
Anyways, it is the end of the year almost! Hopefully I will be able to do my usual mid-month update as well, but considering how busy it is this time of year, who knows! But, to celebrate the 50th Dev-Diary on this website, I’ll leave you with not one, but TWO screenshots from the current build of the game. The world is still very empty, but at least you can see things coming together now. Till next time, all the best~! ^,,^
I am exhausted. This project is becoming super draining. I’m lucky that I now have some people helping out with a number of the assets, but it’s still very taxing.
While I didn’t manage to complete the first level as I had hoped, I did manage to get the base environment for it sorted out. I’ve got a texture artist doing materials and a 3D modeler helping out with the, well, models! Hopefully together we can smash through a good number of the base levels and assets before the end of September. Also need to make sure I find the balance between pushing myself and self-care. Along-side way too many social obligations, this month is going to be intense. Just need to get as much as I can done.
I need sleep. But before I leave you, have a snapshot of how the base environment looks with draft textures. Till next time, all the best~
-,,- z Z
Hey! Sorry I’m a few days late on this one. This month has been a bit of a roller-coaster.
I’ve managed to complete a number of things, and I’ve finally started working on the player and animations. It’s just a rough little model for now before I start bringing in the real stars of the show, but it’s a good place-holder to tie up some of the final little details. I’ve also been talking to some people to help me out with some of the assets I can’t work-on myself.
I still hope to have a rough of the first level finished by the end of the month, as well as a number of other things, so I’m just going to cram in as much work as I can! As a little bonus for being late, I’ll drop in a screenshot of the rough character standing around the developer level.
I’ve had some busy times earning-back my money post-holiday, and I’ve started to get back into the swing of working on the project again with my functional computer!
I mostly spend my project time working down a to-do list to get the engine to a functional level asap before I start thinking about building the world itself. I have also completed some of the character profiles. The engine has a bit more to go; it needs to be done by the end of the month, and I’d also like to get the remainder of the characters and key locations drawn-up properly.
For now, have a screenshot of my lovely little night-cycle, and my functional dialogue system! Till next time, all the best~!