A video where I take manual control of individual ships during combat. As you can see, the AI is much better at this. I’m planning to add parameters on how good or bad the ship is at flying. With this I can then do an experience system or a battle computer system etc. Bad pilotsContinue reading “Manual flight in combat”
Category Archives: Yleinen
Flight model
In the first posts in the blog I talked about the space flight model and controls. Now that I have a nice way to take manual control of the ships I can show it a bit more. Essentially it uses real physics but has some restrictions to prevent some unwanted things. For example, there isContinue reading “Flight model”
Action camera
It is nice to see everything from the perspective of individual ships, so I made an action camera feature for that purpose. I made the camera follow the ship smoothly so the velocities can be sensed from the camera lag. I’m planning to add an option to toggle manual flight on when in action cameraContinue reading “Action camera”
Some music and nicer camera
I refined the combat camera to be smoother and also added a feature to follow units with the camera. It helps a lot that you don’t have to manually follow the flying ships while trying to do something. However, in follow mode the camera is not locked to the unit(s) followed: instead the reference pointContinue reading “Some music and nicer camera”
Point defence
I have done so much panels and UI stuff recently so I wanted to add something different next. I decided to add target finding logics for turrets at this point. Until now the turrets have targeted only the one target set for the ship but now they find their targets autonomously, prioritizing missiles. So ifContinue reading “Point defence”
First tech tree
Moving on to implement the first version of the technology system and tech trees. I like the idea of randomness in technologies: you should not know for certain what scientific discovery you are going to make next or in the whole future. Still the randomness should be balanced to avoid the situation that one civilizationContinue reading “First tech tree”
Expanding AI and colony ships
I started with the strategy map AI and decided to make a basic game AI which just produces colony ships and sends them to new planets. That sounds quite simple: just take a colony ship and order it to the closest free planet. But what if there happens to be multiple colony ships available, someContinue reading “Expanding AI and colony ships”
Ship production
Testing the ship pipeline from design to production and to flying to fight some enemies. Currently there are not many restrictions on what can be put on the ship, but soon I have to start improving the ship designing system by adding things like power sources, power consumption, mass and cost of weapons and otherContinue reading “Ship production”
Planets
I started to design the planet mechanics I have had in mind in a bit more detail. Mainly working with population growth and food mechanics and how to control the population on planets. People have to eat food to stay alive, but they will require more food to reproduce. Also, the growth rate is affectedContinue reading “Planets”
Saving system
I have been thinking about and preparing how to make the saving system for the game right from the start. Now the individual pieces can finally be connected and tested. This system allows me to do the scene transitions seen in the previous post and the saving of the game seen in this video. InContinue reading “Saving system”