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Android Space game - Development Blog

Discussion in 'Work in Progress' started by Carloskhard, Nov 27, 2017.

  1. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
    140
    About the Game:
    This game without a final name, is a 2D space survival and exploration game.This game uses procedural generation of planets and physics to create a galaxy you have to explore and get resources from to survive and grow, at the same time you'll have to fight enemy colonies.
    [​IMG]
    You control the rotation and propulsion of your spaceship. Learn to maneuver and land carefully on planets wich will pull you through them and harm your ship if you don't land correctly.
    Rocks at high speeds,Suns that will frie you and Enemies that will chase you while you run out of oxygen and fuel in space.

    [​IMG]

    Features:
    The game works with game maker physics.
    Right now the game has features like:
    • In game physics
    • Procedural generation (montains,moons, enemy colonies, nebulas, stars..)
    • Enemy IA
    • Maps and menus
    • Dialogs
    • System of health,oxygen and fuel (wich run out when exploring in the space)
    • Inventory system to collect materials
    • Particles
    • Complex landing gameplay.
    Future Game Features:
    • Gameplay on planets to play as the astroneer of the ship: From colecting resources to using buidings.
    • Complex vertex sprites so you can some as much as you want on mountains and buildings.
    • Upgrading ships system.
    • Building system for planets.
    • Levels
    UPDATES & DEVELOPMENT BLOG:
    Last Update!:


    1/09/18 - Astroneer gameplay and camera transitions
    • Starting to work on the system to move at planets with your astroneer. Exited to start working on animations and gameplay on planets!
    • Added smooth and sexy caSmera transitions (We all love smooth camera movement)
    • Damage particles (In progress)
    • Improved interface system and minor bugs fixed
    More older updates:

    • Added this simple intro to the game. (Background rock still need to be fixed)
    [​IMG]

    • Pause menu now has "objectives" tab where you'll check your goals
    [​IMG]
    [​IMG]

    • *Sorry for bad English translations and some spanish text. I try focusing on making the game too much but I don't worry too much about texts since I'm pretty sure I'l be changing them. Also I didn't decide a name for the game yet so still testing ideas fo it, opinions are appreciated!
    • Maps are now generarted procedurally however still need some work.
    • [*]So to create every planet of the game this are the basic steps:
      1. First we start creating the object of the planet from our spawner at the start of the room.This planet just have a basic sprite in B&W which will be tint later.
      2. Now we set the type of planet,scale,color, mass (based on ratio) and number of moons.For this example I've pick a basic green planet.
      3. The 'Image_blend' of the planet is set to the one chosen.This color will be used for the planet,mountains, moons and also the aurea.
      4. Aurea is drawn as another object created with a high depth and just with code (Using "add color" draw mode and a colored circle from white with a little bit of the planet colour, and black on the outside,which won't be painted).
      5. Collisionable structures are created as individual objects attached to the planet.Each one will be colored with the colour of the planet.
      6. Non collisionable structures will be created all in the same background object that was used for the aurea.This time, they'll also have a shadow made with an alpha mask (If you guys are interested I will make a mini-tutorial for this).
      7. * Both Non collisionable and collisionable structures will be given a size relative to the planet size, and for all collision mask to work, a special fixture will be created after the size has been given.
      8. Lastly, moons are created and gravity added and we have our new planet ready to be discover!
    [​IMG]
    • Working on new types of planets:
    [​IMG]
    • New pause window with scaled minimap of the actual scenario.Planning to add deployable mission details tab at the right.
    • Created very basic circular water wich hurts the ship.Planning to add terrain in water planets and a realistic water mask (Never seen anyone talking about circular water physics or mask so any ideas would be helpful).
    • Improved enemy IA with inteligence for:
      -Evading planets,suns or blackholes.
      -Evading other ships if close.
      -Landing and taking off their native planets.
      [​IMG]
    • NPCs have various states: Reposing on their planet, patroling or chasing and attacking you.
    • NPC ships evade planets smoothly and go back if they go to far away from their original planet.
    • NPC planets now have some extraterrestrial structures and special colors so they are more recognizable.
    • Now Comets will cross the map at high speeds.Be fast avoiding them! Multiple levels of difficulty will make comets spawn more often.
    [​IMG]
    • Nebulas are starting to take shape: I'm spawning nebulas randomly in the map drawing them in different sizes and colors.Do you like how the background is looking?
    • Minor improvements:
      -Asteroids turn red when they enter the atmosphere of planets fast.
      -Pointers for enemy planets now are red so you can know where you're heading before it's too late.
      -Added screen shakes and a few simple temporal sounds for hits.
      -Health and Combustible bars now turn red as they run out.
    • Asteroids now will come in waves in space,sometimes spawing near planets and suns in large groups or maybe just surfing the large space.
    • Nebulosas have been added to the background so it is easier to know how you are moving and also they look pretty cool! Will add some footage tomorrow morning~
    • No more difficult and bouncy landing: Spaceship now sticks to the planet on nice landings! The code is very similar to the moon orbiting the plant: The ship goes into x and y automatic reposition using trigonometry equations until you start rocket propulsion.
    [​IMG]
    • Moons orbit planets by following math equations (trigonometry) and the functions lengthdir_x(...).But now they also CRASH with your ship and loose their orbit, going out to space or crashing with the planet atractted by it.This is the code that makes the moon orbit,which is cut when the spaceship touch the moon:
    • Spaceship now includes a system that helps it point to the planet so landing is easier!


    Contact:
    If you are interested in becoming part of the team or any general inquiries feel free to message in the forum, PM me or email me at carloskatercbt8@gmail.com.

    *References & other stuff:
    -This game is inspired by "last horizon" but trying to be more sandbox and shooter like a 2D "No Man's Sky"
    -I'm trying to share a playable demo but this problem got me stuck and trying to compile. You can try going there and sharing some help.
    -Want to know anything related to the game?? Go ahead and leave a comment! I'll do my best to answer them
     

    Attached Files:

    Last edited: Sep 11, 2018
  2. Morendral

    Morendral Member

    Joined:
    Jun 27, 2016
    Posts:
    314
    Your game looks neat but "endless space" is already taken
     
    sitebender and Carloskhard like this.
  3. Ladi_Pix3l

    Ladi_Pix3l Member

    Joined:
    Jul 9, 2017
    Posts:
    298
    Not a big Space fan but i'll give this a swing
     
    Carloskhard likes this.
  4. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
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    Name is just provisional :) I'll think a better name once the game is more developed!
     
    Last edited: Nov 28, 2017
  5. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
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    *Updates are being upload almost everyday guys! I would higly thank some feedback :)
     
  6. FlavoursGames

    FlavoursGames Member

    Joined:
    Jul 28, 2016
    Posts:
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    I love the camera and depth effect! :)
     
    Carloskhard likes this.
  7. Carloskhard

    Carloskhard Member

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    Thanks! I'add even more to the background to make it more nice looking :)
     
    FlavoursGames likes this.
  8. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
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    *New Update 15/12/17*: Comets,more Meteors,Nebulas and a few small improvements!
    Check it out and leave some feedback if possible! :D
     
  9. IndianaBones

    IndianaBones Member

    Joined:
    Jul 5, 2016
    Posts:
    1,743
    Looks great, but I can't for the life of me find any download link so I can check it out...did I miss something, or is the playable demo not posted yet?
     
  10. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
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    I'll be posting it in 2 or 3 days.I had an issue with Android export module but will be fixed soon :) Thanks for the intetest and feedback!
     
  11. Guest User

    Guest User Guest

    oh lovely, im fond of space survival games. not sure if my poor old android phone would be up to it but it looks wonderful nonetheless.

    i think what stands out to me are all your little features like landing assistance and particle effects. the little details just really come together to make the gameplay look nice and smooth. best wishes on this project.
     
    Carloskhard likes this.
  12. HayManMarc

    HayManMarc Member

    Joined:
    Jun 21, 2016
    Posts:
    710
    This is looking really great to me. I will give it a go (someday... :p) and report back.
     
    Carloskhard likes this.
  13. Carloskhard

    Carloskhard Member

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    8-2-18 Update: New Pause Window!
    What are your thoughts guys !?
     
  14. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
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    25/2/18 - New Update explaining how I draw planets, showing improved pause menu and some work on new types of planets.
    Work for next week is adding a start menu and then I think I will be able to record some Gameplay:p Comment your suggestions!
     
  15. Alex_Beach

    Alex_Beach Member

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    Is this the real No Mans Sky?
     
    Carloskhard likes this.
  16. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
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    Hey guys,
    I finally have some time to program, so here it is a new update:

    (14/06/18) - Game intro - improved pause menu + objectives

    • Added this simple intro to the game (Background rocks still need to be fixed)
    [​IMG]
    • Added "objectives" tab to pause menu, a place to check your goals.
    [​IMG]
    [​IMG]
    • *Sorry for mixing some bad English translations and with spanish text. I focus on making the game but not too much on texts, since I'm pretty sure I'l be making changes. Also I didn't decide a name for the game yet so still testing ideas fo it. What are your opionions on what could be a good name? Let me know!
     
  17. Uberpink

    Uberpink Member

    Joined:
    Oct 16, 2016
    Posts:
    154
    Wow this looked cool,,, love that kind of gravity-focre/asteroids steering of the ship
     
    Carloskhard likes this.
  18. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
    140
    September Update:
    • Starting to work on the system to move at planets with your astroneer. Exited to start working on animations and gameplay on planets!
    • Added smooth and sexy camera transitions (We all love smooth camera movement)
    • Damage particles (Still need more work)
    • Improved interface system and minor bugs fixed
      [​IMG]
     
    Last edited: Sep 1, 2018
  19. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
    140
    Random fact Monday: Did you know you can push moons in-game and move them out of their orbits?
    What others fun features do you think I should add? Let me know!!
    [​IMG]
     
  20. Carloskhard

    Carloskhard Member

    Joined:
    Mar 13, 2017
    Posts:
    140
    October Update Aquatic*

    So I've been working on high terrains in planets with liquid (lava or any kind of water) and some scripts for speeding up the process of adding new elements to planets and this is the result so far:

    [​IMG] [​IMG]
    [​IMG] [​IMG]

    Some details about the code behind this for those curious:

    Before this update water planets were just normal planets with water draw behind them.The water; as most of the stuff in this game; is drawn with code, making gradient circles behind the planet:
    [​IMG]

    Detecting when the ship is in the liquid can be done easily with distances, and once the ship is known to be inside water it gets more friction and takes more or less damage depending on the liquid.

    The problem was making terrain above the water so players can land.To do this I used vertices to draw portions of a circle above the liquid and then adding a ramp sprite at the extremes of every piece of land.

    The result is very good in my opinion, the only problem I still have is making the collision with these high lands: With planets without liquid I just use a circlular collision, which is super easy to implement, but with there terrains with different hights I can¡t do that and right now I don't know if I should use code for faking the collision or use physics collisions for every piece of land o_O What do you think I should do?Let me know!

    Next update will be very important since it'll cover some of the core gameplay: Spaceship Fights in enemy planets.
    More updates soon!

    *Yes,that was a stupid reference to minecraft jajaja
     
    Last edited: Oct 21, 2018
    IndianaBones likes this.

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