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Iter - The Journey - A Space Exploration Game (WIP)

Discussion in 'Works In Progress - Archive' started by Kytuzian, May 11, 2014.

  1. Kytuzian

    Kytuzian

    Joined:
    Dec 8, 2013
    Posts:
    19
    Iter - The Journey

    Iter is a game that I have been developing recently about space, space exploration, and such.

    It has been inspired by several things, primarily the Stargate franchise, especially Stargate Universe, but also including:

    Kerbal Space Program
    Garry's Mod
    Starmade

    Pretty much, all you can do right now is fly around to various planets, or build simple spaceships, but I have some plans to improve it dramatically.

    Features:
    Semi-accurate physics (such as gravity, proper accelerations from engines and whatnot).
    Randomly generated star systems.
    Spaceship part systems that allows for many combinations and moderate complexity.
    Save/loading.

    Controls (something that needs fixing):
    R - Open part inventory
    L - Link inputs/outputs
    F - Activate button
    C - Open part creation menu
    P - Toggle part snapping mode
    I - Open inventory
    T - Take item
    N - Show Part Name

    Alt - Detach Mouse
    Shift - Reduce Angular/Linear Velocities
    WASD - Move

    Downloads:
    https://www.mediafire.com/folder/o8xlrf9vsfvxi/Iter

    Overview Video:


    Other Videos:
    https://www.youtube.com/playlist?list=PLrN7GapvulRb_jkj4Kv3-H8T9-Z6Bk5pH
     
    Last edited: Jun 9, 2014
  2. drudiverse

    drudiverse

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    your tutorial was black, nothing except a title and a circle and black. very clear recording of some black though!

    The game was also black, i managed to get a circle but i couldnt unlock the mouse and come back to this page with the keys, nice circle though! it flashed for 1 minutes and then i found the one that didnt flash but it didnt get closer.
     
  3. Kytuzian

    Kytuzian

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    Sorry, that wasn't a tutorial, it was an overview of the game, and some other stuff like that. Good that it was a clear recording at least :)!

    However, this is an actual tutorial:
    https://www.youtube.com/watch?v=tOD9mlQ9PCI

    I'll make that more clear.

    It is also very much a work in progress, but I'll definitely have a some form of in-game tutorial at some point.
     
  4. Kytuzian

    Kytuzian

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    New version:

    - Allowed parts to be different colors.
    - Added music to the starting screen.
    - Change cockpits so that they rotated with the player.
    - Fixed some button stuff.
    - Added Navigation HUD (opened by pressing 'H') that shows pitch, yaw, and roll.
    - Smoother mouse look.
     
  5. rsoares

    rsoares

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    Posts:
    35
    You do understand that no one will remember the template names ?
    The next step would be to redo the UI for something more useable for players and dish all the hotkeys in the UI to no one likes to remember those, hotkeys should be used as shortcuts from something.

    Also at least add an Skybox, i bet that black screen is taking the interest from the project.

    Keep it up!
     
  6. Kytuzian

    Kytuzian

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    I do, actually, that's why there is a hotkey for that, I just forgot to write it down because I have way too many of those. It's 'N' for future reference. The hotkey displays the part's name above the part.

    Also, I was thinking about making a skybox, especially since it gets kind of disorienting when you're trying to find your way around, I just want to figure out how to randomly generate one.

    Thanks for commenting!
     
  7. rsoares

    rsoares

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    Like i said ditch the HotKeys, make a DropDown box with the current available templates based on selected object type.
    Even you forget about the hotkeys, no regular user can keep up with that many hotkeys.


    SkyBox´s the best way would be to make a couple diferent id recomend just one with black background and starfield, then randomly add nebulas, galaxys, stars, etc as gameobjects rendered in a second camera, to finish it you create an particle emission attached to your ship. generating the 6 images required at runtime would give you an worst effect and would be alot more expensive.
     
  8. Kytuzian

    Kytuzian

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    I won't just be getting rid of the hotkeys, because I don't know of any faster method of accessing options, but I might implement some other things at some point. Sooner, I'll add an in-game menu that show's the hotkeys, and add them to the InputManager so they can be changed.

    Thanks for the suggestions/ideas.
     
  9. rsoares

    rsoares

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    Im not saying to get rid of the hotkeys, im saying every hotkey should be bound to a button in the UI.

    For example the press C to open the construction menu, you can make a button to change the UI state to render only that part.

    $StationWIP.png

    Like i did on the top left, the N button = Hotkey N opens the navigation Menu and I button opens the inventory.

    $Untitled-4.jpg

    PS: sry for the img hijack just wanted to show u an exemple on how to do it.
     
  10. Kytuzian

    Kytuzian

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    What's that game in the pictures?

    It sounded like you were, since you said to "ditch the hotkeys."

    I get what you mean though, and I'll probably add it for this week's update (which is turning out to be mostly UI stuff).

    Speaking of which, I added a slightly new release, with a tutorial (although I'm unsure how clear the tutorial is to people who didn't make the game), and a key to show all the keybindings.
     
    Last edited: May 14, 2014
  11. rsoares

    rsoares

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    That game is my current project, although those are the first pictures i post in the internet xD

    Glad you understood looking foward for the new update.

    After the new UI implementation and added skybox i believe you will get more interest in your project.
     
  12. Kytuzian

    Kytuzian

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    Finished the week's update, mostly UI stuff.

    Also, a log video covering the changes.
    https://www.youtube.com/watch?v=HAoVAx5rdGY&feature=youtu.be

    A new overview video will be up tomorrow, that actually shows things.

    Changelog:
    - Allowed parts to be different colors.
    - Added music to the starting screen.
    - Change cockpits so that they rotated with the player.
    - Fixed buttons.
    - Added Navigation HUD (opened by pressing 'H') for more precise movements.
    - Smoothed mouselooking.
    - Fixed mouselooking.
    - Removed debug option from inventory.
    - Added tutorial.
    - Fixed cockpit behavior.
    - Fixed some factory behaviors.
    - Added buttons that switch the template to generic part templates for each type of part.
    - Added option to show keybindings 'F1'.
    - Added templates to the part creation screen.
    - Added skybox.
    - More planets and stars are now generated.
     
  13. Kytuzian

    Kytuzian

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    Finished some more stuff, took longer than I had hoped, but still finished.

    Devlog:


    Changelog:
    - Fixed part color assignment.
    - Fixed bug with templates (and slight back-end redesign)
    - The XML used to generate a part is now shown on the part creation screen, and can be edited to change the part.
    - Fixed a bug where frozen parts would move.
    - Fixed a bug where you could buy any part, regardless of cost.
    - Added ability to load games.
    - Added ability to save games.
    - Complete redesign of the GUI Skin.
    - Fixed a previously used inventory work-around.
    - Fixed GUI of Navigational HUD.
    - Added option to reopen tutorial.
    - Added more content to tutorial.
    - Added ability to reduce angular velocity by using the Shift key.
    - Changed size of generated planets.
    - Changed size of terrain pieces.
    - Changed mass of planets.
    - Some other small GUI improvements.
    - Fixed some bugs with launchers that caused parts to be launched in the wrong direction.
     
  14. Kytuzian

    Kytuzian

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    Pretty big update, allows for an effectively infinite universe.

    Devlog:


    Changelog:
    v0.1.3.11 - 6/20/14
    - Fixed the logo.
    - Added more music.
    - Changed the loading and saving system so that it is on a per-system basis, to allow for many systems to be loaded at once.
    - Added a new system/changed parts of the old system to allow for an effectively infinite universe.
    - Added a reset button to remove all save data.
    - Systems now keep track of all objects inside of them.
    - Small tweaks.
    - Shrank planet size again.
    - Increase mass of individual terrain pieces.
    - Added feature to match velocities with the targeted entity.
    - Added feature to face the body that the player is in the sphere of influence is.
     
  15. Kytuzian

    Kytuzian

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    This update mainly concerned planets, added rudimentary atmospheres and also changing mining.

    Devlog:


    v0.1.4.7 - 7/18/14
    - Fixed bug which causes excessive shaking of screen when on a planet's surface.
    - Added atmospheres to some planets.
    - Player will now spawn near a planet, rather than in the middle of space.
    - Mining is now different.
    - Removed terrain blocks.
    - Minors tweaks to gravity
    - Various small fixes
     
  16. Kytuzian

    Kytuzian

    Joined:
    Dec 8, 2013
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    More new stuff, and many fixes for old stuff, such as cockpits, light intensity, and templates.

    Devlog:


    Changelog:
    v0.1.5.20 - 8/1/14
    - Fixed the issue with templates not saving/not being created properly.
    - Changed the control menu, so it was scrollable to allow for more controls.
    - Added the previously missing Size element to the Part XML.
    - Added a slider to change Efficiency that goes from 0 to 1000.
    - Added sliders to numeric part inputs/outputs.
    - Added a capacity to the inventory that determines how much it can hold in terms of volume.
    - Inventories now hold material.
    - Completely fixed mouselook - Now turns properly (rather than with the world for reference for up/down).
    - Player now starts in a partially stable orbit, rather than actually on the planet.
    - Added information on Navigational HUD about Apoapsis/Periapsis.
    - Added controls to allow players to face prograde/retrograde.
    - Added mute button to main menu;
    - Added prograde and retrograde markers to the main GUI.
    - Cockpits now actually hold people inside of them, instead of just in front of them.
    - Made the universe much larger (about 3x larger)
    - Made planets and stars much larger (lots)
    - Parts now use a ghost when connecting rather than the actual object, which should make it easier to weld without sending parts flying off into space.
    - Tweak star light intensity.
    - Fixed issues with the ghosting/connecting system.
    - Material can now be transferred between inventories (so it goes into parts).
     
  17. iLawn

    iLawn

    Joined:
    Apr 16, 2013
    Posts:
    16
    Hi!
    Are you working for project? or (?