#Escape from Zeta Aurigae
1923 messages · Page 2 of 2 (latest)
hmm, is it possible to decide the length of the effect? i've just opened it and haven't really dug into it, but the sounds are so looong
i need like 0.5s long at most, not 2
ohhh i play with teh length and release
of the amplitude
ok, this looks like a very nice tool
i believe only download as wave is possible, no upload/edit feature in that sense.
If you're a bit synth savvy there's also Vital, which is a free synth. I quite enjoy using, it's more for tonal sounds, but you could certainly make good sounding noise based sfx with it
(or in combination with it)
Thanks. Will look into Vital
@violet aurora I absolutely love chiptone
the ability to copy paste settings as text strings helps me keep a list of variations
eNpjYuj_N5mHkSNN7Zbk__r_9QwMDfVJDD2MZkyx7P_rKzRZjYwZGECCZ3xQ6RmR2MXT1CA0wzp2I-OJDAwKLA-l7E6BRGSsIMYz_LeHKIHRmAIMqPwUaVQ7_0Og_H-oSjoBAHMVNvQ.
eNpjYth49BkPI0ea2i3J__X_6xkYGuqTGHoYzZhi2f_XV2iyGhkzMIAEz_ig0jMisYunqUFohnXsRsYTGRgUWB5K2Z0CichYQYxn-G8PUQKjMQUYUPkp0qh2_odA-f9QlXQCALiANzA.
eNpjYkgVm2TFyJGmdkvyf_3_egaGhvokhh5GM6ZY9v_1FZqsRsYMDCDBMz6o9IxI7OJpahCaYR27kfFEBgYFlodSdqdAIjJWEOMZ_ttDlMBoTAEGVH6KNKqd_yFQ_j9UJZ0AAGjUNg8.
Three impact and/or gun firing sounds
Yeah it's a great great tool, very convenient and free. I use it for explosions, very simple UI effects and pew pew 🆒
only thing is i can't edit the sound directly in the editor, and it is a wave file afterwards, but i can live with it
New build uploaded on itch.io! 0.3.0!
See the full changelog and grab the new version here: https://twistedhexagon.itch.io/zetaaurigae/devlog/652912/escape-from-zeta-aurigae-demo-version-030
Spent the days leading up to Christmas planning and thinking about the future plans. I now have to figure out how each sector should work
But there are exciting things in store 🙂
I've been iterating on the way that the sector map should work. As a note, to possibly clear up confusion: A sector is a single encounter where the player for instance fights off waves of enemies or survives a thick asteroid belt (or both!). The map is a map of the star system that the player is trying to escape. I did some work in excalidraw to come up with some ideas for how the system map can work, and this will be a basis.
The player enters at the Enter point, this is the first sector the player fights through (automatically started). Once acceleration speed is reached, the player can press "warp" and they get this overview.
The goal for the player is to get to the Exit point, which is the win condition (if they can defeat the enemy there, of course). Travel takes time, which also moves the "swarm" indicator (the red box) to cover more and more systems. You do NOT want to fly to a system that is full of the swarm, that's practically suicide (maybe!)
Fluff:
- Mouse hover on a system on the map will show an approximate threat level
- Mouse hover on a system within range will show the travel time and an approximation of the placement of the swarm by the time the player gets there
- more stuff?
Starting to shape up
Will apply some geometry functions to figure out connections
looking nice
reworking to use poisson disc sampling now, it's... almost working
Not poisson yet.
But some prettification
is this going to be "the full gameplay arc" for a specific build/run?
like is the gameplay loop going to be "get to the end"?
Yes. You start at the left marker then work your way to the end
All the while collecting “warpium” to unlock more stuff and upgrades
is there a reason you want the points randomly generated instead of having a more controlled experience, IE "every route will take 20 waves"?
"illusion of choice" is a valid answer here, im just curious
Each node will be a set of waves. Player gets to choose their own path. If they want 15 encounters they will be able to. If they want 8, that is probably doable too
There is also a chasing enemy element
fair and cool
The more encounters the greater risk, but reward also increases
rather liking the way the maps are built
need to clean it up more but all in all it looks quite decent. also, there's a bunch of interesting weirdness going on heh
maps are starting to look rather nice now
that looks really good man
just a tiny triangle tube w/ engine sparks
i think i need to make it that simple, yes
@gaunt sparrow super simple 😄 just a triangle made using draw
big Asteroids-DOS energy
i love it
dude that looks so good lmao
Thank you. I just drew using sharex screen doodle
sometimes the simplest is the best
Yeah. And while I probably will add some other representation later this will work for now
Finding the polygon for the taken systems should be easy too
And will make for an interesting challenge if you have to do battle with the swarm present
shaping up to be really cool
@cursive vapor basically just now working on the map of the game as you progress between sectors. depending on how long you played, you might have noticed that you end up at high acceleration and can hit the "warp" button
my next step is to make the player able to move (that's the little triangle up top left lol, haven't assigned position or anything)
I think I purposefully didn't press the warp button to see what happens. Didn't get to find out though 😛
It would be good to have a simple legend for controls, so people who test can still figure it out while they go. It's pretty much what all people do.
yeah, it's very barebones now. you get a screen, then it tells you "nothing here yet" and gives you a button to start a new fight
yeah, i need to figure out a good way to do that. Kenney will help with the icons 😛
I'm really impressed at how smart the turrets are already
dude, the turrets are crazy precise. all thanks to ```ansi
[2;31mM[0m[2;32ma[0m[2;34mt[0m[2;35mh[0m[2;36m
Yup! Swarm propagation and jumping between sectors is what I need.
Slick as hell
Oh it could be cool to have a planet backdrop for some sectors
Sorry haven’t been keeping track so I’m not sure what part of the game that is, but that looks cool! Reminds me of Empire at War (and probably any games similar to that)
What you are seeing is the map in between sectors, when the players choose where to go next. It’s rather inspired by FTL, and will have the enemy swarm slowly taking over systems as well
Sounds cool!
WIP
latest iteration of the map: it's getting better every time
Let's make some NOOOISE
You will not take back sectors. You’re supposed to be fleeing
When you finish a battle you get to warp speed and can make a short jump. This screen is that jump. You will have color coding and icons showing extra threats on certain sectors. Goal is to get away from the swarm.
And as a player you won’t be moving around like I do in the videos. Because when you arrive at a destination you’re going to enter the battle scene again 🙂
It's FTL style
Ahhh
Yes I thought so
okay, today i'm going to look into what is needed to connect the battle scene to the map and get that flow going (end of first map resulting in player being placed on map scene, pick a target sector, and once arrived to that sector on the map, resume the fight again
the warp glow is way overdone if i may say so
I’ll see if I can drop the over-glow somehow
are you using a world envio node ?
yeah, i am, but i think i need to tune down the glow on the particles
@violet aurora a little less obnoxious now
timing isn't there yet, it starts the next sector a few seconds in (because of signals, i'm relying on the wrong to start the next sector heh), but it's coming along nicely
did a pass on the vfx this morning, just tweaking with a little bit of color variation
No big progress or anything today, but I did get some work on the new spawning system done.
The base idea is that each sector will have a set of enemies that can spawn, based on the threat level (from 0-1) of the sector. You start at 0 when you warp in, and over the course of ~300 seconds you will go to threat level 1. Certain enemies are only allowed to spawn in given intervals (so you don't get the big enemies early on), and some might stop appearing.
The swarm will be generating a set of points every second, and this goes on the "assembly line" (split between the ships spawning). Each time a number of points have been reached, the "assembled" ships will be sent out to attack the player and the next wave will start assembly.
Here's a sample series of spawns based on parameters I have set up:
Wave assembly line initialized with 3 entries:
strafer
gunship
crasher
Releasing wave after 33.44s with:
5 crasher
Releasing wave after 66.90s with:
4 strafer, 3 crasher
Releasing wave after 100.05s with:
4 strafer, 4 crasher
Releasing wave after 133.38s with:
5 strafer, 5 crasher
Releasing wave after 166.73s with:
4 strafer, 1 gunship, 3 crasher
Releasing wave after 200.06s with:
4 strafer, 2 gunship, 4 crasher
Releasing wave after 233.39s with:
4 strafer, 4 gunship, 4 crasher
Releasing wave after 266.73s with:
6 strafer, 4 gunship, 5 crasher
Releasing wave after 300.06s with:
7 strafer, 5 gunship, 6 crasher
Now, it's important to note that ships will be coming in rather quickly - every 30 seconds might seem very often, which is why the player has to be on top of building turrets and defenses so they don't get overwhelmed. Waves will continue spawning even if enemies of the previous wave are alive
In my sample spawn series above you can also see that the gunship only starts showing after wave 4. I can also limit spawns to only happen up until a given threat level
the threat level also increases the number of points the spawner has to work with. Currently it uses a Curve2D like this to increase the number of ships that spawn. you can see the jump at the end in the numbers spawned too
those sure are graphs! 😛
@gaunt sparrow i'm a huge fan of sampling curves to produce results. no complex maths formulas, just plain and simple graphs
i can't help going back playing with the warp effect
i think this is working out the way i want (in a simulated environment now)
today's mostly been spent on making the map danger score working in a satisfactory way. this one uses a combination of distance to the exit point, shortest path jumps from entry, a dot based directionality of paths from each sector (where sectors with lanes leading mostly left will be more dangerous)
Wow, that looks great… but I’m not sure it’s consistent with the art style. The engine “fire” or flame is square particles with no glow, and the warp particles are blurred circle shapes with a decent amount of glow
It looks cool anyway
i know, i need to look at making the engine fire be more glowy and less square. it's somewhere on my todo list 😛
bit intense at the end of sector one
i'm testing the new waves system, and it's actually working
it gets more difficult over time
is there any sort of "advanced AI" in the game or do the little ones basicially just strafe you. Do they avoid or go around ?
there's no avoidance implemented.
the AI is "dumb" by all intents
i also think i need to figure out where my bottlenecks are when it comes to perf, because i'm seeing a fair bit of slowdown with larger enemy counts. i think the crazy amount of particle effects might have something to do with it
what kind of performance hits are you seeing?
I haven’t really investigated it deeply yet, but lowered framerate
what i mean is "how low"? 400 to 300? or 60 to 45?
that is significant :V
My laptop is potato.
could it possibly be the tracking algorithms that are slowing it down
I will profile
good luck 🙏
Yeah. I suspect excessive particle use (multiple systems)
Tracking is also a thing but that’s throttled.
Actually the leading might not be throttled.
well, it's not my scripts... because they are such a small part of process...
there is a bit of physics time going up though, not sure why
Is this built in?
What is that 👀
thats the profile in the editor 
My eyes gloss over half the editor lol
Test Build 0.3.1+77!
It has some bugs, but i'd love some eyes on this. it's not a proper release just a compile of current dev state.
However, it has the progression between sectors. I've lowered the time you have to spend in each sector by a fair bit, but you still have to fight for a while. In particular I'd love to hear how hectic things feel for you, if you get any breathers or such. Map seed is fixed, so you all play the same map. Navigation on the map is just a matter of clicking a connected system. You can't "pause" or abort a move. Swarm does not currently have any effect, nor can you actually win, reaching the last system has no practical effect yet.
A tip to get started is to make sure you get a set of Coilers facing the enemy as soon as you can, they'll help lots. A repair drone system is also recommended.
A miracle!
I dug in the archives. This is back in september. The game has changed a wee bit since then. https://cdn.discordapp.com/attachments/1080328861125976104/1148240264998162544/Godot_v4.1.1-stable_mono_win64_bm3yfP0TBO.mp4?ex=65ae6614&is=659bf114&hm=0dc2d3d13284ccdf97d9129d5441a2ff2224576cec3c2dad52287f1b57765b4f&
Slick work dude
making the universe a more dangerous place, one bullet and missile at a time
i think it's funny how all of your ships look mostly the same :V
like you have a meta you've personally developed for yourself
the enemy ships?
it's just my lack of skill at artwork, really. i could make that set of ships rather easily heh
No, the player ship
oh, that's just because there's a starter ship and i just tack on some guns
it's a building game after all 🙂
so "yes, but" lol
you have a base platform and expand on it
Once I manage to set up the tutorial, the player will start with just the core. “Place a hull segment in each of those spots”, “a thruster can help us get away”, “oh no, enemies inbound. Build a coiler cannon here”
And then the player can have a few platform styles to work with
well i think you have a great premise and product, and despite your statements about your lack of art, I think it has a specific aesthetic that works for it
The aesthetic needs work but yes the gist of it is there 🙂
And the concept of FTL meets base builder is interesting too 🙂
Just wait until I get the warpium currency in 😉
i still have to implement gold and what it can be used for smh
are you going to have any meta progression?
There's effectively going to be 3ish progression tracks
- unlocking gear
- increasing core stats
- increasing the level of gear
unlocking gear gives you more options to choose from - maybe armor that's better for spellcasting
increasing core stats does things like incrasing HP, damage, cooldowns, etc
increasing gear level improves the effectiveness of that gear by some margin. Maybe +2 damage or something
gold is going to go towards 3
i don't know the premise of your game but i guess it's going to be a RPG-like? or is it roguelike/light?
it's a story-driven action RPG zeldalike
but this has less to do with Escape from Zeta! what kind of meta progression does your game have?
i have only done some sketching on the meta game
I am thinking upgrade trees for each of the weapons first of all.
there is a currency "Warpium" that you get for completing sectors, killing bosses, and surviving to the end of the game (reaching and defeating the last sector)
would this apply "just" to the one run, or across all runs going forward?
all runs, but there's a caveat
the way Endless Space and other "multirun roguelites" do it is there's 2 progressions
- in-run progression where you upgrade your items
- meta progression where you unlock more options to start a run with
they usually set it up in a way where you "can't" finish a full run the first time w/o unlocking a few things, so you build up meta currency and unlock some things until you "can" finish a run
the way i'm planning:
- in run you get ongoing upgrades in the "A but B" style - i.e. "you get 10 more hull points on all buildings BUT enemies spawn more frequently"
- in run, you gain warpium on victories
- meta progression: spend warpium to buy new techs. These become available to construct in all future runs. This warpium is spent forever.
- meta progression: "slot" warpium in upgrades on your techs. This slotting allows for different builds (more damage, or better firing rate, but only one). You can "unslot" the warpium, and use it for other things.
and yes, i think you probably can't finish a run in the beginning. maybe not even a first sector
for 4, i think a better way would be you unlock "upgrade points" as you complete challenging sectors or other challenges, and THOSE are what you slot into upgrade techs, instead of warpium
that way warpium stays a currency, and you have a secondary goal for the player
gotta feed the positive feedback loop and push for endgame
if all they need is warpium then they can finish progression without finishing a run, no stress or drive to "get better"
oh, but getting warpium requires you to complete sectors
but if you get murdered you can't complete them
I'm just spitballing at you, you don't have to use my ideas 😛
the thinking is that you won't get a lot. let's say an early upgrade point costs ~1000 to slot. A new tech costs maybe 2000 if reasonably low tier. Now if you get like 250-500 warpium in a run
what is your area breakdown
i played a game called Halls of Torment, they use gold for this. The gold is spent on gear and upgrades, and you can also buy upgrades like this
like what does the loop progression look like
ok cool!
that visualization makes it make more sense lol
yeah
you can always refund stuff, but you buy "permanent" upgrades with gold there
in HoT you can also purchase gear, which gives you bonuses on your runs
but yeah, that's the gist of the idea 🙂
@gaunt sparrow i doodled a bit more
looks solid
it's the general idea at least. it'll need a lot of balancing and work, and actually implementing an upgrade system 😄 because i don't have that now heh
it's more effort than a lot of people put into their designs, and it directs your efforts so you'll finish it in a very short amount of time
yes true that
also, i have a tendency to overengineer, so this time i'm thinking with spreadsheets for a while
Didn't have energy to implement anything big today after work so I did a little quality of life edit:
nice lol. that was me yesterday and this morning. "i dont really feel like implementing anything....let's fix some bugs"
that's a great tool tho, being able to see your targeting w/o selecting turrets
good addition
Maybe you get 25-50 warpium for defeating enemies (in total), and 250-500 for finishing the sector
Finishing the complete run you mean?
A sector is one warp sequence 🙂
It’s only going to be a way to see what areas are covered and not
I might even add a base polygon that is red to indicate non-covered areas
you could do like a green-yellow-red scale heatmap setup to show coverage %
if overlap = green, multiple coverage, if one = yellow, solo coverage. if none = red, blindspot
that isn't actually trivial
@gaunt sparrow the problem with overlapping is that it's not a trival thing to do. i can use Geometry2D to get the intersections (or exclusions with XOR) but that only lets me check two polygons
and it gives me multiple polygons, any of them might be hole polygons too heh
i will have a think. for now this works passably at least
Welp 🤷♀️ was just an idea lol
Yeah. I’m considering how it could be done in a fast and simple way.
What I mean is that in addition to the end of sector warpium, if a player fails the sector, I think that there should still be a little bit given so that they aren’t completely stuck
That’s really cool, and quite useful!
Ah I see what you mean. I could add a little gain for defeating a wave perhaps
In the single digit gains
Thanks, I’m also adding energy and cp usage to the overlay, so you can get a glance at what uses what
Additionally I’m reducing power usage of everything down to lower values. 5 will be the biggest power use by default. That way I can keep numbers small
You start with like 15 energy now
Down from 250. Heh
Oh wow just stumbled upon this. I'm doing a very similar project. It's so rare to find anyone doing something similar! I've looked at this for all of 30 seconds but it resonates with me already haha.
I'm making vehicles out of TileMaps. The vehicles will be on land, though, so my project is not space-themed but more post-apocalyptic, kinda Mad Max vibes. Awesome to see this out in the wild 🙂
very nice!
very nice!
I liked the big numbers 
yes, but the big numbers hinders me from doing something like this:
now i can show up to 5 energy use as little circles on the turret. this way you can, at a glance, get an idea of your usages
oh by the way, i'm actually not using TileMap for this project, i do all the autotiling myself..
for better or worse lol
Oh wow, gigachad. Guess that gives you freedom to make things work the way you want em!
I am having to do some whacky stuff with TIleMaps xD but I think they're working for my purposes
when I started back in july, I didn't even know TileMaps, so I never set about learning how to use them
i just used a grid system i made, and that seemed to work fine 🙂
Honestly if it works it works
i started dev in October last year and and um... I don't have much to show yet lol. I've been just laying out base systems.
like, if you look now they each look separated
ohh the little lines between em?
did you start from scratch or did you have previous dev experience?
If you count Minecraft modpack deving, light modding, Factorio, and other random programming experience as dev experience....
this is what i mean with "separated"
the lines are part of the sprite, so i can easily get rid of it, but i need to separate inner and outer edges and build a more fluid looking hull from it
modding is how many start 🙂 I have like 30 years of programming experience, feel like a newb most of the days though 😛
You got a lot more experience than me xD i've got maybe 3 or 4 years
I'm not sure i understand what you mean with separate still though? Are you referring to the builds looking kind of gridlike and boxy?
That I think looks cute with pixel art to be honest (and it's more or less what mine looks like rn lol..
yeah
I'm using 64x64 tiles
let me do a mockup in aseprite
i want to figure out a good way to do the left instead of the right
with arbitrary shapes obviously
and more detail instead of big grey area, but you get the point
and i'm sure i can figure that one out, it's only going to be like 16 cases anyhow
although i could probably draw a procedural mesh
That's some fancy stuff
i think it would do great for the look of the game
Oh that’s cool
yeah, i think that could really add to the looks. and i also need to make variants, because i'm adding armouring
Ohhh
Have to say, I do like the current look but that reminds me of Minecraft optifine lol
Doesn’t seem like a massive stretch? You’ve already got the auto corners, that thin panel
i do, so it shouldn't be too bad
i already have the bitmask stuff, so it's just a matter of making the graphics
and this is just normal tileset stuff
the only issue will be collision boxes
the TileMap is apparently rather smart on this stuff, and you can just apply the collision box on the thing but..
Honestly if you have the skill to code a core feature of your game, I think that's great. A lot more headaches and work, but a lot more granular control. I wanna ask, are you using GDExtension, GDScript, C#, some cursed Java-to-Godot construction?
I know that’s a mock-up but I’d say that the inside tiles should still have a pattern
100% GDScript
Nice.
definitely
I'm 100% statically typed GDScript so far myself
"statically" typed

Java to godot??
idk i read something that there's some gymnastics you could do to make it work. Didn't look much into it
Look, there’s nothing wrong with dynamic typing ok… right?
I have bad experiences with it so I am biased 
Set my editor to yell at me if anything does not have explicit types
i honestly don't mind either way 😛 as long as it's clear what i'm doing. i do tend to type
Maybe it's just a skill issue but dynamic typing makes me spend a lot more time debugging i feel, just personally
oh i don't disagree with that
"what the heck was this supposed to be again?"
"oh, int. no float."
Yeah...
Actually maybe i'll need one too...
Can I share stuff from my project? Is that okay?
Like video
Perhaps but I’m not sure how needed that is since it’s pretty obvious now. Maybe when you add the texture merging it’ll be more needed?
that's fine with me 🙂
yes, true. i am just thinking about indicating where things can and can't be placed later on. plus it'll tie into the future tutorial sector
I mean there’s no harm in adding one right
nope. it's for another day though 🙂
And it’s not like you can’t add a toggle to hide it if people really don’t want it to show
exactly. all of the overlays will have toggle options btw
so if you don't want to see the firing arcs, that's fine with me. if you don't want the energy overlay, that's an option
What if I don’t want to see the ship
Btw are you going to add visual crack to the grid tiles when they lose HP, on top of the particle effects?
So I've kind of refactored my prototype a couple times over since starting... this is how my latest attempt at getting my TIleMap vehicles to move went 🤣
maybe, right now it's too "messy" if I do that
I'm making my vehicles RigidBody2Ds, so I'm using the physics engine
wheeeeeeeeeeeeee! 😄
I'm aware it's center of mass shenanigans causing that xD was just a fun little test run
Actually that is planned to be a cross-section view into the inside of the vehicle
I plan minimap to be on the top right
Fair enough, I know what you mean
Wonderful
Just prior to that test, I made a little algorithm that generates a singular polygon from the CollisionPolygon2Ds read from each TileData of each tile
The whole purpose of that algo is to use the Geometry2D class to create that polygon, whose purpose is to be used for physics
There’s your chance to make a new block!
i love seeing algorithms slowed down ❤️
It's the way I found to "infuse" TileMaps with physics xD
It's my first kinda serious algorithm. It is so satisfying ❤️
could you do a BFS algo? like, it seems now you're just looping the polygons repeatedly, adding those that neighbor the already "built" area?
i already have multiple turrets planned. directed shield is one, giving you a small arc of protection. need a way to help protect the thrusters 🙂
radar is another one, or threat scanner. maybe even tie that into the threat monitor so you don't know what will be attacking you unless you also have a threat scanner
Oh that’s a cool idea!
Perhaps on the first sector/tutorial sector the player will start with a ship that has both of those (for tutorial purposes), then perhaps for the lore the original getaway ship crashes and you lose access to them?
It kind of walks through the tiles, checking neighbors, and if it finds a valid one it merges into the main polyon. Does this until it reaches a dead end, then it chooses to either iterate through already-processed tiles or unprocessed-tiles, whichever one is smallest, to find a valid tile to jump to and keep walking until either it finishes all the tiles, OR it discovers that the vehicle is segmented, and can only fill in the "main" island. I plan to make the vehicles highly destructible, like being able to chop one in half etc. So if it detects something like that happened, then I can do stuff
the original getaway will tear the ship apart, it'll be an emergency warp thing
I have not read much about BFS so I wouldn't know much where to begin 
so that's definitely a plausible idea 🙂
sorry, i got distracted - obss called 😛 BFS is a rather useful algorithm for flood filling
func _flood_fill(cell: Vector2) -> Array:
var array := []
var stack := [cell]
while not stack.is_empty():
var current = stack.pop_back()
if not grid.is_within_bounds(current):
continue
if current in array:
continue
array.append(current)
for direction in DIRECTIONS:
var coord: Vector2 = current + direction
if not has_building_at(coord): continue
if coord in array: continue
stack.append(coord)
return array
this is my flood fill to check building segments connected to another
DIRECTIONS is just a const:
const DIRECTIONS = [Vector2.LEFT, Vector2.RIGHT, Vector2.UP, Vector2.DOWN]
if you're using tile map you would have to check the tile map for if it has a block at your coordinate, and check it is within the bounds
this might be DFS actually, now that I think of it. hmm.
No problem ^^ I was trying to figure out how to get the center of a polygon in the meantime. Not succesfully xD
That looks a little similar to what i got
Mine is uh... a lot more lines tho xD
there may have been a struggle
haha know the feeling
also, how's 4.3? i tried upgrading my project to it, but all particle effects died spectacularly for me 😛
sheesh, how come i went from 20% complete to 12% complete in just a few ideas? 😄
4.3 is treating me well, no issues. I'm enjoying some TileMap fixes/features i kinda needed. I haven't done many particles so haven't lost that.
There recently was a GPU particle refactor wasn't tehre?
I haven't had any breakign changes so far
I've just kept upgrading to the latest version, probably will till something breaks
Heading to bed, nice talking with ya ^^
sleep well!
warpium will be a resource that is either automatically collected (when leaving the sector) or "dropped" when enemy ships are destroyed. the latter will be manually collected by the player
here's me collecting a few of them. still some particle effect tweaks i have to do
That's pretty!
I slept well thank you ^w^
Here's what i cooked today, a Center of Mass calculator. Not much of an algorithm, more just a calculation but still visualized
Looks great!
here's an updated variant
Today the plan is to add some basic technologies to a screen and allow unlocking of said techs
temporarily of course
you saw the tech tree sample i doodled up, right?
up there
trying to figure out what to allow the player. like, i want to make it so you can only invest 5 points per "level" in the tree, so if you invest 3 points in the first left tech, you can invest 2 points in the one on the right
That sounds like an interesting and very infuriating idea
hah
That'll add a lot of replayability
you will be able to refund though
although when I go back to playing games like diep.io I do always get a little mad that I can't max out all of my stats
the only ones that are "locked" are the base techs. once you buy those, they're yours forever and can't be removed
maybe
maybe i do it like this
until you have unlocked the second tier (which you do by investing 3 points in one side), you can't put more than 2 points in the opposite
Perhaps once you 'win' the game, you can use a free play mode to unlock everything else?
there's no "winning" the game, but hold on
this is permitted
two points in left, two points in right.
this is permitted. but now the right hand side is locked until
BTD6 vibes
😉
"BTD6"?
Bloons tower defence 6
ah, haven't played that one
okay so, once you buy the second tier, you allow buying the right hand side up to 3 points. and now same rule follows for the next tier
There are 3 paths, but similarly to this, you can only max out one path, and the other can only have 2 upgrades; the last path can't have any
aka "5-2-0" or "0-4-1"
right.
maybe you can only have N - 1 where N is the opposite side
so if I have 2 points, i can put 1 in the other side. if i have 5, i can put 4 in the other side
if it forces the player to choose instead of maxxing out everything, it's working perfectly
yeah
my initial idea was that if you pick one side, the other is 100% blocked
the thing is, take the Shredder cannon for instance
it's a mediocre weapon against anything but missiles
going the right hand side will up both hull and armor damage, making it a viable choice against most enemies
but going on the left side makes it into a MUCH stronger missile defense, taking out missiles earlier
(because of range and fire rate)
but! allowing a few points on the opposite side makes for slightly hybrid builds
or balancing takes care of that?
balancing is scary 😛
lol
the idea is that the damage increase would be roughly equal to the fire rate increase
so if you get +100% damage by maxing the right side, you would get around the same amount of extra damage from the fire rate
maybe as you get stronger, you can go back to previous tiers to fill the chosen side to 5?
or too op?
oh i want the player to be able to max out at some point. maybe after they have purchased the joining tech (like "evolution")
okay! so this is an idea. you "lock" yourself into a tree. only 3 points will be available in each tier for starters
here you are able to buy the "Evolution" tier (that's just tentative, and it will add some new feature or alternative building)
once you have bought the evolution tier though, you unlock...
the ability to put points anywhere (as long as prereqs are fulfilled, so you still have to have 3 points on the first right tier)
Evolution is sort of a "unlock" feature, and you can now refund all points in these four techs and assign them however you like
interesting
like a rebirth but you don't lose anything?
Oh funny idea would be to have the player create a bunch of bots to help you, then have them retaliate, and story/gameplay loop restarts 💀
heh
rebirth could be a thing
but yeah, i want the refund to be a thing
on everything but the "unlock" techs
mockup animation
yeah. this is just a mock up obviously but
just adding a mock up screen for now
functionality is there 🙂
I’m going to add a very basic repair system as part of the core. It repairs automatically but slowly.
Drones will be unlocked
I do have two variants in mind for this though
sounds good! Finally found the time to play the new update
fast movement slow repair, fast repair slow movement?
or high hp slow repair, fast repair low hp?
So in the future will you unlock more construction points (allowing you to place better turrets, but also more force fields and repair drones)?
Okay sorry, I am struggling with my 3yo atm, heh.
So the idea is along the lines of you start with a basic repair system
This system has automated slow repairs, as well as a manual repair using construction points (for emergency repairs)
no rush no rush
Two upgrade paths:
-
Stronger and faster automatic repairs
-
Stronger manual, and added AoE repair
automatic, thanks
lol
I guess manual repairs will add back a lot of the pandemonium from the earlier builds lol
my goodness this game looks good
so many cool turrets
Thank you:)
It’s the intention. You can pick automation or whack a mole
went right into the threat wave to test the new turrets
is it a mistake to go to deadends?
right right
But in the next you will be pretty harassed
Also reaching exit doesn’t actually win the game yet
crazy waves if you're in the captured sectors?
Yeah, and enemy strength. Like hull and armor points
sounds good, hopefully there'll be a lot of enemies in those sectors lol
those are always fun
lots of colours
Vortex is rather terrible, but it looks cool
one request is to be able to see how much damage is being dealt by each turret
I think that would be rather useful
select a turret?
No as in total damage dealt
ah
to monitor the effectiveness of turrets
it's a non-easy metric to add but i'll try
issue is that bullets don't have a concept of owner, since owner might be dead
Ah
but i actually got an idea for how now
ok, have to go for a few hours, back later
enjoy playing around with the beta
I have no idea how you did all of this so fast and so well
See ya
threat wave works well lol
Also random idea, it doesn't look like more than 1 drone can work on a block. Would be too OP to have the repair drones all be at work until there is nothing left to repair? (currently if there are less blocks to repair than drones then they idle)
Found a bug with the mines
Probably too many ideas at this time, but have you thought about adding a light source to add shading?
well I'm letting this run be over
(could have warped but I won't)
Yeah, known bug 😄 and fixed
Thought about it. But I have to do a visual pass later on
Also the shield heh
2 more bugs:
- you have the option to warp without an engine
- restarting the run only let me use 4 build points (had to restart game to fix)
AH yes. I completely missed that lol
Yes. Warping without engine is actually not a bug, it’s the core that does the warping 😉
I forgot to reset point usage, thats why you start with fewer cp
Ah, interesting
I missed this. This is actually already possible but not enabled. It will be an upgrade path later for the drone bay
How was your performance at this point?
With effort. And way too many hours invested when skipping other responsibilities 
pretty decent, got a little laggy when i zoomed in and warped
Makes sense
All of the effects look super polished, and very cool!
Thanks 🙂
The perf is an important point. I’ve seen some lag and stutter and I have to figure out why. It’s not in the scripts from what I can detect. I’ll have to do some more serious sampling of perf data I think
if its the AI or the movement, you could try to load balance it. Basically instead of having every unit do AI and movement 60 times per frame, them them an integer for a modulo, so half your enemy do their ai and move in even frames while the other half do their stuff in the uneven frames. "common" solution IF your issue is just too many things and not "unoptimized code".
(get_idle_frames()) to get the frame count
I already update things at a slow rate, like targeting only pushes data changes on a 4 hz rate. But that’s far from all things doing this. There is little “AI” going on, but a few things are being recalculated every frame and probably shouldn’t.
A fair few things could probably be cached too
the biggest perf drain is probably target tracking
i just wish i had some more deep profiling, because my scripts aren't showing as taking time
Okay! So, you can now actually earn Warpium. It doesn't save between runs, and I haven't hooked up the tech screen yet, but.. you can earn warpium 😄
You should definitely make a hard-hardcore mode where you don’t keep warpium between runs
that's kind of moot though, since warpium is a meta game currency
you can't unlock turrets during the run 😉
Well that’s a lie. You can get SOME turrets as rewards
You should make it so that if you leave the game, you LOSE (jk)
how do you mean?
surrendering will let you keep the warpium you have gathered so far, but you don't get the sector warpium of course
finally got the profile switching to not corrupt save data. yay
phew, been a few days. i rewrote the entire profile system into a much more robust system, and then implemented tech unlocks yay
now i'm hard at work making an upgrades system
nice
it's... a bit of a hassle but should work out. i need to figure out how to do it but i have a prototype that needs refining
the messiest part of implementation is between "start" and "finish" lol
@gaunt sparrow for me the messiest part right now is how to request the upgrades and how to apply them, really. I’ve settled for using a Node that is an “upgrader” that can do the hard work of filtering and stuff
Once this is in though I should be able to make everything from enemy health to spawn rate, player energy grid level and asteroids density into an upgradable stat without TOO much work
yeah the hardest part about upgrading is "how is it stored, and how does it interact w/ everything else" lol
UpgradeList resource.
So I can maintain any list of upgrades I want 😉
Health initialization complete. Shield: 100
Health initialization complete. Armor: 200
UpgraderHealthShield:<Node#47060092263> applied upgrade All Enemy Armor and Shield+50
UpgraderHealthShield:<Node#47060092263> applied upgrade All Enemy Shield +10%
UpgraderHealthShield:<Node#47060092263> health after upgraded 165
UpgraderHealthArmor:<Node#47093646697> applied upgrade All Enemy Armor and Shield+50
UpgraderHealthArmor:<Node#47093646697> health after upgraded 250
proof of concept, my upgrades system works!
matching perfectly!
after giving this a test run, i'm now implementing weapon upgrades too. the system feels robust, but it'll be interesting to see how hard it will be designing stuff and then presenting it later on. if done right, this can be both upgrades from the tech tree going to the player turrets and buildings, but also upgrades to enemies as the game makes them more difficult.
this may not seem like much, but this is actually two turrets with the same base settings, but the bottom one takes in a range and tracking cone angle modifier
next up is damage modifiers to kinetic weapons, then i work on beams (much is similar, thankfully), and missiles (so many properties...)
UpgraderHealthShield:<Node#61790487906> applied upgrade All Enemy Armor and Shield+50
UpgraderHealthShield:<Node#61790487906> applied upgrade All Enemy Shield +10%
UpgraderHealthShield:<Node#61790487906> health after upgraded 165
UpgraderHealthArmor:<Node#61824042423> applied upgrade All Enemy Armor and Shield+50
UpgraderHealthArmor:<Node#61824042423> health after upgraded 250
KineticWeaponUpgrader:<Node#61857596822> applied upgrade +1 firing rate
KineticWeaponUpgrader:<Node#61857596822> applied upgrade Range +50%
KineticWeaponUpgrader:<Node#61857596822> applied upgrade Tracking angle -50%
EnergyWeaponUpgrader:<Node#61891151159> applied upgrade Scorcher fire time +0.5s
MissileWeaponUpgrader:<Node#61924705678> applied upgrade Blitz -25% tracking angle
there we go. everything can now be upgraded.
next is scaling
for enemies, the scaling will have to be damage and health values, i think
Pretty cool! Been keeping an eye on this. Im a huge fan of games like Cosmoteer.
Thank you!
gosh dang it, heh, i rewrote my upgrade system again, and this time it is much more flexible. also more error prone (as in, it can fail silently)
I do love me my push_error
push_error does not work here. the problem is that the set(property, variant) does not return any error codes if you try to set a property with a non-valid type
does set bypass the setter function for the property?\
added a hitflash effect to the player ship modules
it's just a simple modulation of color
but it should help players see where they just got hit a little bit easier
feels like a starsector tower defense game. I would love this fight / travel mechanic as a part of a living world trading game, nice job it has a great vibe
thank you 🙂 I'm steaming ahead on version 0.4, but still have miles to go. Steam page is planned to go live in february if I manage to get things in order. Still need to do graphics
Congrats on all your progress!
I like the lasers
Today I didn’t really get much done. I did some minor work on things just to touch grass but have to step back to think about how to limit hull spam
1. each hull piece is still free, but the further out it is the weaker it becomes
* i'd promote people from building tighter builds this way
* hull at bigger distances from the core would have significantly lower health values
2. make hull pieces use some currency that is separate from energy
* scrap points? maybe revisit the asteroid mining idea for this
* all asteroids give you scrap you use for hull - this would be a hard limit
3. make damage bleed through, so if outer hull is hit, then inner takes some of the damage
* each hull piece would take full damage, then it would send 1/3rd of the damage to adjacent structures or something
4. use a strong hull/weak hull combo where strong hull allows placement of weak hull in a limited radius
* you would place strong hull, this uses energy to show that it is a "link" for processing or something
* a generous area around is given to the player
5. when the number of hull gets too high, enemy starts attacking with nanovirus that is a "hull buster" weapon
* this would be a disease style weapon that jumps to neighbor hull segments and chews through them
* could be a neat weapon to implement, actually
6. make weight more "visible". that is, make each thruster hold a nominal weight value and actually make all structures have mass.
* if you go over the max weight, you accelerate at half the speed - enemy threat level increases faster
* if you go over twice the max weight, you can't accelerate at all - enemy threat level increases rapidly
There are implications for all of those but yeah... appreciate you folks’ views on it. And your vote 🙂
You can vote for multiple if you want lol
My first thought is that hull pieces add weight to the starship which slows it down which makes levels take longer and that directly influenced the difficulty.
The weight to speed ratio should use a very slight pow (1.0x) so more pieces big you down more and more, requiring more thrusters to counter the increased difficulty.
Hey Tivec. Is your project sandboxy like Cosmoteer or more like FTL?
All this is very cool. It doesn’t run on my computer, but I’ve made peace with that being cursed. I’ve been living vicariously through the screenshots.
I prefer option 6 or maybe 2, because I feel like all the other options would make durability wonky and non-intuitive.
Feel free to ping me if you want art opinions.
Right, this is already part of the thruster code but it’s very subtle. I need to redesign it to be much more obvious to the player.
I haven’t played Cosmoteer actually, but FTL is a huge inspiration.
Why did it not run on your computer? Do you have a dedicated graphics card or running on integrated?
Also, always appreciate feedback. Art is.. not something I am good at so if I can improve all the better lol
Pretty sure it’s integrated. Will get back to you on details.
integrated will probably not run the game very well, but it should pick it up if you run it from console with the following parameters: --rendering-device opengl3, it should be more supported than vulkan. Do --rendering-device --help for a list of available on your device
one thing i am seeing that i have to find a solution to is that the compiled game stutters a bit the first time any effect is played. probably cache related, will have to figure that one out...
I think (1.) is unneeded, since each hull piece consumes 1 energy.
(2.) sounds very interesting, but you’d need to be careful to make sure it’s not overly complex.
(3.) is an interesting idea that could help… might be a little triggering but that’s the fun of it + repairing doesn’t consume credits anymore.
(5.) is interesting, specifically the hull buster weapon, could make for an interesting boss fight.
(6.) could help as long as threat level is properly balanced.
@frozen flax ah, but that's the thing. hull pieces no longer cost energy. i dropped that when i rebalanced the turret costs.
that's why i'm in this conundrum now 🙂
i'm definitely adding a hull buster weapon
Works just fine on my AMD based laptop with its integrated graphics. I don’t think Intel integrated is much worse?
intel integrated is much worse lol
Ohhh, interesting.
Well well well. Uh…
(1.) will work to an extent… but you’ll still be able to spam. (1.) and (3.) sounds like a good combo.
you didn't mention anything about alternative 4. do you think this could be interesting?
It’s interesting, but I don’t really like how it’ll change the complexity of the hull system. Also, I think it’d only slow hull spam
That could work
Though this would force you to use 2 layers of hull to protect turrets so it could also make hull spam a bit worse
you're right
Thanks! We're coiling.
holy shoot you've unlocked the coiler spam 😛
how's perf with that many coilers pew-pewing?
next patch coilers are locked behind research
Fairly okay as long as there are not a lot of enemies.
right. i need to start looking at some of the performance prior to 0.4 release
-Using up wrench points with shield gen / drone and then self-destructing the core seems to carry over that penalty to the new game
And the one after that…
yup, i know about that bug. that was a single line fix lol
Oh good.
it only carries over if you go to the menu and then start a new 😛
Yeah, game restart fixes it
I assume this is also a known issue, but shield peeks through on map
yep, solved. also, if you use stalker mines, the mine launcher fires on the map 😛 in that particular build, the map was very rudimentary
it's been refined with some proper state management 🙂
nice
my state management is rather overengineered, but i'm proud of it lol
in the older versions with the old energy system the 'medium range' turret was pretty much the best one to spam
Yeah, the coiler actually still remains the best but will be harder to spam in the future. Also need to slightly nerf range, fire rate, damage… 😄
Yeah but it’s too powerful
Don’t worry though. The way it is now is the way it will be at fully upgraded
Btw are you planning to make bigger turrets? (2x2, 3x3…)
that isn't planned for early access but maybe for 1.0 release
once again you're invited to give feedback that will directly influence the game 😄
I am thinking about having a screen like this after each sector you defeat.
The green box at the top is the free upgrade. You always get the stuff in the free tier. This can be energy, construction points, stuff like that.
The orange boxes are mandatory choices, you have to pick ONE of them. You can only pick one. It gives you both an upgrade and a malus, for instance stronger enemies.
Then depending on the choice you make on the mandatory, you get the option to buy a third optional card. This card may or may not be visible to the player until they have chosen the mandatory pick.
I'd love to hear your words on this, and if it feels like too complex and i should just stick to Free + Mandatory
The turret specific upgrades are interesting. Is it always going to be a general upgrade vs specific block upgrade?
I’m not a fan of optional being purchased with Warpium because I don’t want to burn the metagame currency on short-term upgrades.
At see, the last part is what will make it tricky. You can spend metagame currency on short term upgrades to give you an edge. But it’ll hinder your speed at unlocking the other weaponry
Is it always going to be a general upgrade vs specific block upgrade?
No, the combinations here are not set in stone. You might get specific turret upgrades or general upgrades as your positive part (the mandatory will always be "positive BUT negative"), and the enemy might get specific ship upgrades or general upgrades
Also, I am possibly adding a fourth level: Disadvantage. They do not cost you warpium to pick, but they do things that makes enemies stronger or even disable technology (or remove existing upgrades you have gotten so far in the run), while increasing the warpium you gain by percentages.
the idea is that a good player or someone with a decent set of tech already can try to earn some extra warpium (which will be a very important currency later on)
i don't want to make the game into a card collection game, but there is potential for that here, heh 😄
this might also be a layout
it's been several days since my last commit to the repository. feels like i haven't done any work on the game. However, I've done heaps of thinking and planning. Even a little bit in Godot that isn't ready yet for a commit
latest iteration has four choices. but i might present them differently, or more like slots
Im generally horrible at stuff like this, but for some reason Ive been taking a regular dev journal (and when working at a job, a Job Journal) and find it both enlightening and helpful. So for thinking days, iterating through the random ass places my brain went along with conclusions. For meetings noting anything that is useful later (ie, to not have someone spin a meeting (or "misremember")) what was talked about and decided on
Often 3 days of thought will feel like a week of lazy no-work, but when I look back, it was only 3 days
Yeah, it can also be good to take true no-work days off for sure. I separate out, intense thought but no apparent output days, and just mind wandering doing other things, some thought, days.
😉
For the former its good to be able to go back and show a boss, "Hey, it appears I didnt do much, but I was figuring out how to proceed with the 1000 options that have presented themselves". (aside: Sometimes Im 'the boss' here, so its notes to myself)
iteration
so, to give an explanation of this. i'm thinking the player picks one of the given choice "cards" (not sure cards will be the thing but that's what i work with for now), it moves into the center dashed slot. this could be a card like "+10% damage on Coiler BUT Enemies deal 10% more damage".
The player then gets to spend warpium on Advantage cards. Those are 100% positive effects such as increased damage, temporary tech unlocks, etc.
Disadvantage cards will increase the warpium gain for a rather strong negative effect (+10% spawn rate, enemy shields 50% more effective, fire rate of all player weapons down by 10%).
iteration
+10% spawn rate sounds not that bad actually
Numbers are up for grabs and balance later
I need to consider how this will play out but I’ll get some ideas down
It’s a rather complex system that can become too much.
very hard to read Zeta Aurigae there, my 2 ct. need to be more distinct, especially the ZE and the AU
We’ll have to see how it works out, I guess.
Have you considered reducing the A tail and moving the Z bottom up a bit to give the u more room?
I’m actually baking the Greek letter z in there, ζ
Which is why the tail is there and the space is lacking
why particularly do you find ZE hard to read? AU I can sort of see, maybe the U should be the one being "on top"
i can also move everything up a small amount to give some more space between
here's with the greek Z pronounced
added some space @vapid arch
sweet
all of them could use some minor shading tho. Like just a 1-2 pixels width in outline in brighter or darker color
at least on the larger ones
now that i look at it, i guess the top 4 ones are fighters and all the other are larger ?
yeah they are
also, in regards to the outline, it messes with the looks once you get the sprite in godot, it doesn't quite look good
I would say that depends on resolution. If the sprite is displayed / drawn in a different resolution, than yes, you are right. Still the larger sprites would look quite a lot more impressive if there was some depth to them
but yeah whatever, they gonna go boom after 3 seconds anyway
indeed that too
except the bigger ones might need some time with the upcoming changes 😉
🙂
some more smaller ones that will make the game more varied. some look quite funky though, will have to figure out how to make those look nice once I have them in game
Spent some time yesterday drawing, needed to get some of my creative spark going. These will all go in over time
Next up for me is finalizing the first draft of upgrade cards. This is taking way longer than I expected because of ui work and the sheer size of the project. The implications for how the game plays is just huge
Im Not sure I understand the need for so many special enemies if you can't manually target them..it makes sense to have an artillery or jammer unit say an RTS or TBS game but this is essentially an auto battler of sorts. If you can't prioritize certain targets, what's the point ? 🤔
target prioritization comes later, plus this is mostly for variation
i want to add a "click to target" functionality
okay, i'm back at doodling but this time for upgrades
I am opting for a Dome Keeper upgrade style, but the player can choose the path if they wish
example draft of an upgrade tree during the run
and lines are go! and the second video shows the way i can set up the trees and connect them.
and it took me less than 10 minutes to set this second tree up. it doesn't actually apply any upgrades yet, i have to do that of course, but the next step now that i have some trees ready for testing is to put them in the game
when you realize there is a circular dependency coming up...
@gaunt sparrow i don't want to hijack your thread about my game, so i'll ping you here.
I originally planned on having these "you get X but enemy gets Y" cards in between my fights, as a "tough decisions" step you have to do, but it did not work out in my game. the whole random upgrades thing was feeling weird to me, so... i threw that out and went for a more traditional upgrade tree system instead.
sometimes your original vision isn't what the game turns out to be
100%, I was just posting an update for anyone who was really psyched about the weapon swapping lol.
yeah, totally agree. i know a few people who're disappoitned by the lack of random upgrades in my game
but they can make that as a patch later 😛
i'm stuck in UI hell now though, so... oof
adding the tree selection to the start of the game
and you can now buy battle upgrades for substrate that you earn each warp
thank you, that's good to hear
next up is to actually implement the trees
then get capsule graphics done for the Steam page
@gentle valve here’s where you can tag along for the ride 🙂
i'm doing drag and drop work today 😄 prepping for hull and armor hit point increase from substrate upgrades (in battle upgrades)
Well this is progress. Also spoiler on release date. It miiight not be ready for then 😉
Hey @knotty sky, what do you think about adding a panel to give information for users about each "Pick Upgrade Path" item? Some users can just not know exactly how it will impact the gameplay just by the icon and the path title
yeah, that's on the list of things i need to do
so many things lol
That's nice
Also, do you made it based on Among Us?
The UI seems very similar, but Among Us has a rounded border
i haven't actually played Among Us 😛
this is probably the first time i see their UI
theirs is also slightly tilted/shifted it seems
Pretty sus
this is cool
Thank you. Game page on steam expected to go live this week. Without trailer because I haven’t had a chance recording it
Added a full screen toggle to the game, as well as a "loading" screen for first run so that the shader cache is properly generated. However, this is going to need some more testing to see that it actually works out 🙂
Used to have stutter issues with particle effects on builds when the cache wasn't generated, but I haven't so far been able to reproduce it
yooooo
Still waiting approval after some edits
still, what kind of high did you experience when everything finished uploading and the steam page was right there
I am having the worst case of imposter syndrome.
lmao
It’s also not live on steam yet. Soon though 😮
Submitted changes yesterday so 2-3 days
is it gonna be free or like $1
no, pricing is something I haven’t landed at yet.
based on the scope im probably going to do a demo and then $10 for full for mine, since i'm planning on a decent sized game
Probably going to be closer to $5 to $8 for EA, and $10-13 for full release
depending on replayability and depth, you could probably do similar
like your game is extremely polished compared to some of the stuff people are putting out, including me :V
and it's an actual game
You’re feeding my imposter syndrome lol
Watch the stream here:
https://piratesoftware.live
#Shorts #Positivity #PirateSoftware
Will watch later 🙂
Steam store page is up! No trailer yet, but wishlists are appreciated 🙂 https://store.steampowered.com/app/2774410/Escape_from_Zeta_Aurigae/
You did your job like you were instructed. You terraformed the planet and prepared it for colonization. It's been a millennia since you left Earth, and you finally open the wormhole back to humankind, but instead of greeting you with joy, thousands of ships pour through the wormhole to destroy you.Build your ship defenses and fight your way thro...
2024
Nice!
Who is kingcoyote 
tester
i'm working on some indicator to show how overloaded the thrusters are. green tones mean "not overloaded, good acceleration", while the red is "you're overstressing", and the bottom is "no acceleration".
now with colored center "pip"
i think this can work as a placeholder. mouseover will show why you are where you are
got calculation going finally. been out of order for a few days due to illness
and working on making the upgrades visible. note: these are dynamically generated from thee modifiers on the battle trees. just have to, you know, hook it up
all these little UX items that need to be in place for this to be playable
what do i do with the open space in the area below the tree? some trees can grow to be a bit taller though, so need to be careful about that
tuned the trees to be more centered instead. i think that's for the better
shaping up to become a real game now. i even have one out of nine upgrade paths down. one per day?
planning the swarm...
i think i need to build some graphs from the actual data in the game
but for now, this helps me plan the way enemies spawn over the course of the game 🙂
added a visual alert that waves are spawning. also think i need one for when i am not accelerating, heh... but for now this will do
also, the threat indicator is going away. it's just for debug, really
took some time away from the waves and implemented the isopod enemy
this one's not done yet, it will get a terribly high amount of hitpoints though, it's a little turtle
tentative release date into early access
I have locked down a date for when I expect to have a playable game that can enter into actual play testing. Save the date and wishlist the game if you haven’t, it’s targeted for March 21!
phew, steaming along and getting more testing in by myself. i'm 1/3rd of the way on the weapon upgrades, hoping to have two or three more trees done today. If I can get a demo build ready soon, maybe I can get it in the hands of some testers
🔥
march 21 is looking unlikely, there are just so many little things left... but, one thing at a time, probably shooting for 28
it all depends on the closed test coming up.
I am not in any way good at artistic expression for stuff like videos but... trailer? does it work?
Also, it is a very rough and basic trailer. This will be improved, already got some really good points of feedback
been doing some serious performance work and believe it or not, raching 30fps with this amount of enemies and bullets is actually pretty good based on where i came from
we're approaching a stable-ish build now i think. most bigger bugs are shaken out, performance is much better
i've also managed to figure out how to do uploads to steam in a rather quick and clean way, so things are definitely progressing

Once you add in bigger ships it’ll look really cool
That video gives me an inkling about that
Bigger enemy ships? Or bigger player ships. The latter is already possible to an extent
Later 😉
Also I had an idea for the starting sequence, you could have the player escape with other similar ships and then enemy ships could destroy it
Mmm I have some ideas for the narrative
But narrative and tutorials is in another castle lol
bit more fancification of the map, giving some indication what the player is supposed to do
What does the red cloud mean?
Oi, sorry for the force-ping
Red cloud is the swarm 🙂 and no worries about the ping, otherwise I wouldn’t catch messages 😛
Swarm is the enemy. It doesn’t have full effect yet but there will be scaling on how fast enemy waves will spawn
Still working on that. Heh
Good, thanks!
I’m adding the narrative in more detail later. Not the focus for early access.
Testers Wanted
As I am approaching early access, I am looking for a few people who can run a dedicated test of the game. The test will be of the Steam version, Windows only at the moment.
Requirements for the test
- Since this is a QA and general feel test, testers must be willing to make serious attempts to finish at least one full run of the game. One run of the game takes approximately 45 minutes to 1 hour, depending on strategy.
- Testers must either write a battle report with details of how they experienced the game, or record themselves playing it. This can be an unlisted video on YouTube for instance.
- I am specifically looking at user experience for this test, but balance is also something that I am looking at (too easy, too hard, is a given weapon overpowered?)
- After each successful or unsuccessful run, the tester must also send in the log file from the game.
Let me know if you're up for this, and I can send you the steam key in a direct message.
Im up.
thank you! I will send you a key later today when I have a build up - the current build had a few issues I want to address first
thats fine. In all likelyhood you will have to fix the test build a bunch of times anyway 😉
yes indeed, but these issues i know about 😄
Build is up, key sent. Any more takers?
I'd like to
i'll get a key to you shortly in a DM
That's good, very slick
Btw I thought about the build menu and fast keys. But I haven't found a way to improve it as more options get unlocked.
For example right now I tap 2 to bring up kinetic weapons. When. I tap 3, and there is not 3 choices available, I would want the UI to recognize I want to open main option 3 (Energy) instead. This would make sense vit it breaks as soon as you unlock more options within the categories. Ideally I don't want to have you use the mouse to navigate the build menu at all but instead use the mouse only to place (efficiency)
problem with that is that 3-1 becomes ambiguous too
but what if i replace the build menu completely with this radial menu, and once you have selected a building you're in construction mode until you right click
Maybe wait for more feedback. I playing RTS somewhat competitively so I'm biased in terms of "less time spend moving the mouse around". Also if the game is a less stressful I might also enjoy using the "slow" mouse more.
yeah
i'm not replacing it now, it's an experiment for a quick bar of sorts.
but i want more info near the mouse
I also need to find a way to get enemy health info to the player so you don’t have to select them all the time
Maybe if I build a gradient on an overlay sprite or something. Not sure but I have some ideas
Not sure if you’re still looking but I’m up for that
Sure! I’ll get you a key in an hour or two
I'm up for testing, if you still need some.
I will get you a key for the next build where I will have fixed up a few bugs and issues. Not 100% certain when this will be though
E
F?
Idk
thanks
## Changelog for version 0.4.0-beta.1+111 [01.04.2024]
* Features
* Many turrets now have configuration options!
* Right click and drag to change their facing
* Drag toward distance circles to increase range (at the cost of cone width)
* All ships have revamped behaviors
* There is now some variation to how ships behave
* You will need to protect more parts of your ship
* This is a big change behind the scenes and might have bugs not yet found
* New enemy: Talon
* Rapid attack craft with twin beam weapons
* Weak armor and hull.
* Can show up early, but more common in high danger sectors
* Balance Changes
* Blitz turret energy cost changed to 3 (up from 2)
* Harasser enemy weapon damage and firing rate reduced
* Strafer firing rate reduced
* Slowed down construction point recovery speed slightly
* Fixes
* UI layers should now not get stuck visible after winning the game
* Construction ghost is now removed if warp is started
* Visited sectors no longer give warpium or substrate rewards on exit
* Turrets failed to lead their shots at enemies unless they were inside cone
* UI changes
* Warp bar now only shows time to warp
* More help screen text added to explain certain functionality
* Buttons on the new game screen given hover effects to make them stand out a bit
* Typos and wording fixed on new game help screen
* Color changes and style changes here and there
* Added pause indicator
now live on steam
sent you a direct message with the key 🙂
Thanks! Will take a look at it and get back to you.
How on earth do you find the time to keep working on this project? I swear I get time to work on my stuff like once a week and usually it’s only for a couple hours
It’s rlly impressive! The game looks amazing
thank you 🙂
i dedicate a lot of time to dev, honestly. probably more than i should
also, i have hypomanic episodes sooooooo tend to work very efficiently through those
Perhaps I’ll have to dedicate more time too. Congratz on the game, and goodluck to you 🎉
Thank you. Games expected on steam in early access end of month
im hyped
Due to reasons I might not make that. Life is throwing curve balls right now but playing my best dodgeball
fair it happens, do you prefer prayers or good vibes
well, right now i need a good but cheap lawyer, but good vibes can work
oof, i'll send what i can then
added a kill overlay to the alt overlays, so players can see where they are killing stuff.
it's currently using draw, so i need to optimize this for later. it clears on each warp
How do you optimize draw? Do you just have to use something else?
Because I love the simplicity and ease of draw
But sometimes it tanks the performance when overused
In my space game I have a couple 100 draw functions running at once to draw circles (planets, atmospheres, asteroids) and it seems to be okay
the problem with draw is that the sheer number of calls
looking at the overlay above, that's like a few hundred. but if you only draw once, it's usually safe
since it remembers even if hidden
in the midst of all chaos i'm going through in life, i'm getting quite far on the first mini boss out of many. there is a lot of manual work on those since i want each to feel different and behave differently
Wow impressive
As in queue a redraw once?
yeah, single redraw whenever needed.
Ah I see
That explains why my game was running at 2 FPS :)
I was trying to draw thousands of dots and queuing a redraw every frame 🙃
Ended up grabbing a shader instead
yeah that'll do it 😄
still a WIP but more work going on with the miniboss
Is this similar to Cosmotear (forgive my spelling, or well lack there of) and/or FTL?
well, while cosmoteer is about building ships, this is more like an action variant of FTL
FTL is more focused on crew management and events, but this is a lighter theme of just destroying anything coming in 😛
destruction effect on the miniboss enemy, and i'm seeing some weirdness with how my turrets aim actually
