Wednesday, November 23, 2011

New Background Image

The sun has also been slightly moved.

I'm working on making the game brighter.  That was probably the most requested change from you guys.

First thing I did was adjust the minimum brightness in the day/night cycle.  The game used to make blocks completely black during the 'night' cycle.  Now you can still somewhat see the block types, but they're still darker than during the 'day' cycle.

Next thing I did was create a new background.  I looked at several space photographs as reference and came up with something that I think can pass as a good background.  I'm not sure if it's realistic, but it does give the game a nice feeling.

The next thing I want to add is some kind of graphic to show an asteroid belt going around the sun.

Anyway, I'm going to be out for a few days hanging with the wife.  I'll put a new build out early next week.

edit: Very subtle asteroid belt.

Load this up next to the other image to see it.  Very subtle :]

Tuesday, November 22, 2011

Radar

Just thought I'd share an update with the new Radar.  It's in the top left corner where the momentum-meter is.


Notice the little red dots?  Simple but effective.

I thought about the best way to approach this.  First thought was to have the game go through all of the enemy, get their distance from the player (their location - player's location) and those that are within a certain range would add themselves to a list.  That list is cleared() every single frame, so only enemies that are close would be in it.

After thinking that through, it definitely didn't seem like it was the most efficient way.  Then I remembered that the AI is always checking its distance from the player anyway.  After realizing that, it was a very simple if statement to see if the enemy is in range and it added itself to the list.

That seems simple enough and takes up a very small amount of extra CPU (just an if statement and List<> insert).  Sounds like a good solution to me.

Monday, November 21, 2011

Open Alpha is Awesome

I've gotten a lot of input for AstroMiner ever since opening up for public alpha.  I was very nervous about releasing the game at first, but after all the very constructive input I'm very happy I did it.  First off, some awesome fanart from kowbis at the TIGSource forums!


Such awesome work.

Next great news is that I got some audio for the game background.  It gives the game a mysterious, but spacey tone.  I can't wait to get it in the game.  Expect a new build with it within the next 2 weeks.

So as I said, I got some great input.  The most common request was to make the game brighter, so I've been looking at many different space photos and seeing all the different ways that space can be bright.  I have some  ideas that I'll implement before I release the next version.

  • I was also asked to make the beam shine some light around it - that's done.
  • Mouse controls have been revamped.
  • The block algorithm generates more BASE2 now.

Before the next week, the following will be done:

  • Blocks will look more distinctive.
  • Radar in the top left corner.
  • WASD will control the menu.
  • UI will be moddable.
  • Chests will drop items if they're destroyed.
  • Better death animation.


For the future updates:

  • The ability to pick where you save your maps.
  • Tutorial
  • Higher Terminal Velocity
  • Ability to customize your controls


I've also switched off my forums for now.  I get so much spam :[  I decided to create a Wiki filled with lots of information, including more bad guy info:  http://www.astrominer.net/wiki/doku.php

So I have a lot of work ahead of me.  I'd expect a new build sometime next week with the new audio and some updated features!

Thanks to everyone for helping me test.  You've made all the work I've done for the last few months well worth it!

Roy