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Games Spacecraft

Discussion in 'Works In Progress' started by Serinx, Jan 30, 2020.

  1. Serinx

    Serinx

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    Spacecraft (Working Title) is a space exploration and conquest game where you travel the galaxy in search of resources to build and improve your spacecraft and colonize planets.

    Be warned, you're not alone in the galaxy! Rogue spaceships roam around looking to take away everything you've worked for.

    You'll also have to watch out for meteors, solar flares and black holes!

    You can playtest the latest build from my Itch page (Updated 25th Mar 2020)

    Here's the latest video (Updated 4th Mar 2020):


    I'll update this thread every week with anything I'm working on.

    Let me know what you think and if you have any ideas for new features!
     
    Last edited: Mar 25, 2020
    AlexHntk, RavenOfCode and Billy4184 like this.
  2. Serinx

    Serinx

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    I spent some time tidying up the UI and I'm pretty happy with the general direction of it, although it's still a bit bland.

    I also added module rotations (dunno why I didn't add this sooner!) and module painting for a bit of personalization.

    Here's a vid!

     
  3. Serinx

    Serinx

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    New background and a planet!

     
  4. Serinx

    Serinx

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    Planets are now interactable in that you can build modules into the slots when you're near them.

    For now, there's only an automatic turret available for planets.
    I plan on adding more weapons, shields and utility modules such as resource processors, repair stations, docking stations.

    Adding the modules to the planet works in a similar fashion to how you add them to the ship, but they don't need to be connected to a "core module" and they work independently.

    There's also a limited number of slots so you need to choose wisely and explore to find more planets and bigger planets!

    Here's a video of it in action. The enemies pounced on me a bit earlier than expected so I had to build my turrets mid battle!

     
  5. Serinx

    Serinx

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    Thought this was pretty cool, I learned about predictive aiming so the turret will shoot ahead of its target based on distance, velocity of the target and velocity of the projectile.
    I rendered a yellow crosshair to show where the turret is aiming in order to hit the moving target.

     
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  6. Serinx

    Serinx

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    Been a little while since the last update, here's what I've been working on:
    • 3 new planets: Leafy, Puffy and Icy
    • 2 new planet modules: Resource Gatherer (this replaces the "Resource Processor" circles) and Docking Station (this replaces the "modify ship" button)
    • Updated visuals for the orbital cannon
    • AI now spawn periodically in neighboring sectors rather than only once per sector
    • Ship now has a "gyroscope" on the core module which allows you to rotate the ship to face the cursor without having to use turning thrusters (you can still use turning thrusters if you want a faster rotation)
    Here's a video showing it all in action :)

     
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  7. Antypodish

    Antypodish

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    Looks lovely :)
     
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  8. Antypodish

    Antypodish

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    I do wonder, would you consider add, or experiment with gravity near planets and sun?
    Your project evolved so much since you started. Well done.

    Sorry for my very brief responses.
     
  9. Serinx

    Serinx

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    @Antypodish A brief response is better than nothing!

    I've definitely considered the gravitational pull but there is a lot of things to consider.

    I need to find a good balance between realism and fun.

    Do you think there would be any fun mechanics using gravitational pull?

    Currently, I've got black holes which are like obstacles that the player needs to avoid and they'll pull in anything that gets close enough with the force getting weaker over distance.
    Watching projectiles orbit the black holes is quite entertaining and I suppose it could be fun to "bend" bullets around a planet to hit a ship on the other side.

    Definitely worth playing around with!
     
  10. Antypodish

    Antypodish

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    I think yes. I personally love that stuff. Shutting something hidden, playing with gravity and flying around things. Considering playing something like Angry Birds in space :p
    You don't need make like super realistic. Keeping arcadish way should be interesting. For example, forces acting, only when close enough. I think only challenging part will be the AI, to recognize and act upon such mechanics of gravitational pull.

    You could also consider adding experimental switch in gameplay options, for switching gravity On/Off.
     
  11. Serinx

    Serinx

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    I spent a bit of time working on fixing up friendly fire, so now you can't damage your own ship and you can place weapons anywhere you like because the projectiles ignore your ship and only damage enemies.

    Part of this was driven by the new "autoturret" weapon which works the same as the orbital cannon on the planets except it's on your ship! (with slightly less damage).

    I also started adding a map that shows which sectors of the galaxy you've explored.
    I always struggle with UI scroll views so it's been a bit painful but I think I have the base of it working nicely.
    I'm going to add the ability to place waypoints and obviously some indicator to show where the player is in the galaxy.

    Here's a video where you can see some of the new things!



    I've got about 10 more items on my Trello to complete before I build another playtest... stay tuned!
     
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  12. Serinx

    Serinx

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    Where has the time gone!?
    March is almost over and I feel like I haven't gotten very far but there's a lot of tedious stuff I've been working on which I'm glad I've finally conquered.
    Now I can make way for more fun stuff!

    So what was I doing?
    I added a minimap, I gave up on the idea in the video above because the scrollrect really wasn't playing nice with dynamic updates to the content. I went with a simple minimap for now which just shows a small icon for different things in the unverse:



    I put together a small tutorial for learning to pilot the ship.
    With feedback from these forums, I cut down the ship building tutorial to some very basic steps to get people into the action faster.

    Fixed loads of bugs
    Added lots of Menu updates for easier navigation
    Added automatic saving when quitting or going to main menu

    Fixed a MAJOR performance issue

    Added resources which can be drilled into - this is still a work in progress.

    There's a new build up on my Itch page.

    I'd appreciate some feedback if anyone has the time. Particularly around the following:
    1. Was the Tutorial easy to follow?
    2. Was the Tutorial frustrating in any way?
    3. Do you wish anything was explained more?
    4. Was anything explained too much?
    5. Do you think you needed the tutorial?
    6. If you encountered an enemy, were they too difficult/easy?
    7. Did you encounter any bugs?
    8. Do you have any ideas for improving the existing systems?
    9. Do you have any ideas for new enemies, weapons or planets?
    10. Other comments
    Cheers!
     
  13. Serinx

    Serinx

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    Quick update - Energy swords! (will be in the next build)

     
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  14. Antypodish

    Antypodish

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    Landing on the sun is the best ;)
     
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  15. Serinx

    Serinx

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    I've been thinking I'll increase the immersion of the planets by having a "Landing view" where you can actually see a representation of the planet at ground level.
    I think I'll show the planet modules you've built too, space out around the scene.

    Attached the beginnings of the frost planet landing view.

    Also, a space dragon in progress!

     

    Attached Files:

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