Blog | Games | About | Contact | Links

Wed, Jan 28th 2009, 20:02
Whoa There  

Somehow, I completely missed my gruedorf deadline. By nearly a week! This is made worse by the fact that I've actually been hard at work on my game; I just completely forgot to post.

The biggest news, probably, is two-fold. First is that a handful of people have had a chance to play and everything went surprisingly well. Second, this means that very soon we'll be up to "open-beta" status and everyone will be welcome to take a crack at it.

Most of the wait between now and beta-time hinges on finally getting the art done and added to the game. Right now it's a bit boring and hard to track what's going on most of the time because it's just empty shapes.

I'm starting to get pretty excited as we ramp up for the final push. Look forward to tasty WIP screens of the new art stuff next week.


Thu, Jan 15th 2009, 08:38

This week was mostly spent adding some polish the UI; adding tooltips, adjusting element sizes / positions, making sure everything flowed smoothly. The end result is a more attractive and intuitive experiece, so this is good.

Look forward to next week's post, which should actually have some biggish news.


Thu, Jan 8th 2009, 00:30
To Market  

Quite a bit done this week, so I've condensed 30 revisions into a handful of bullets:

* Various UI elements got some tweaks / enhancements.
* Implemented the assault deposit / insurance system.
* The ship builder is now connected to the assault system.
* Fixed a major bug with the collision system.
* A complete overhaul of the market and underlying systems.

It's been a while since I posted any screens and this post, while bristling with productivity, is not particularly interesting, so I give you:

The new market screen:

The old market screen:

The new market system is a bit more complicated, but not so much so as you might guess from the screens. The old system had a market "AI" that moderated the current values of the different mineral types based on player supply and demand. This system was okay, but it had an arbitrary feel to it and a player with very large mineral supply could very effectively manipulate the market with a few well placed transactions.

An "order" system has replaced the old model, where you put an amount of goods (or money) on the market with the hope that another player will agree to your terms and complete the transaction. The result is a more player-driven system that can't be effectively bullied by someone with deep pockets. The obvious downside is that it's a little less straightforward and the interface for it looks intimidating at first glance.

It took two grueling days of work to complete the market conversion, but it's done now and I'm happy with how it's turned out.