Game Design, Programming and running a one-man games business…

Asteroids for now… moving onwards

I’m already on other stuff now, but with a bit of shader depth of field (subtle, but worth it) and the rare laser blast impact, and a bit of knocking them sideways with explosions, I’m done with asteroid belts for now. They will show up in an expansion at some point. There is a ton of other stuff to do next.
Doing the belts meant looking at all sorts of code and led me down paths which have meant improvements to performance in other areas. It’s always good to claw back some CPU or GPU, knowing there is a big list of stuff I want to add which can use it up again :D

These probably need to be darker (I might make that configruable per map), but is this better?

ASTEROIDZ!

After watching some star trek online gameplay videos (everyone says it sucks, but the space battles look interesting) I thought I should experiment with asteroid fields in GSB, purely (for now) as a visual effect, just a gratuitous bit of visual fluff which all the ships and weapons ignore.

Anyway, I don’t like just putting stuff in the game until I’m really happy with it. I’m not happy with this yet

But I’m not sure why. I need feedback on it from people like YOU. What looks wrong? what could be improved? Adding shadows is the obvious thing, but for boring technical reasons it would be a HUGE big deal in performance terms. I’d already have done it for ships if it was easy or fast.

Given that adding shadows isn’t an option, what else could be done to make this look more gratuitous and movie-like?

GSB 1.29 and some stuff for next time

I’ve turned attention away from long term expansion pack (campaign) stuff today to get patch 1.29 released for the core game. If you have entered an on-line code the game will autopatch sometime over the next 24 hours. If not, you will have to wait until I push the patch out to steam, gamersgate etc. People who kindly bought direct (the really cool people) can redownload the whole game if they really want to, or wait for the auto-patch.

The changes are thus:

1) Fixed a number of typos (thanks david!)
2) Game now automatically creates a new almost-empty default design if you delete every ship design, to prevent empty design list crash.
3) The range circles are now also shown on the currently dragged ship on the deployment screen
4) Fixed display bug where the tooltips over the deployment screens ship blueprints didn’t take race and ship bonuses into account.
5) Fixed crash bug when changing races before you have ever viewed the choose mission screen.
6) Fixed bug relating to messages corrupting or not being deletable.
7) Tweaked the expert fleet for the multari mission to make them harder.
8) Added a new rebel ship hull -> The Midgard frigate.
9) Made the startup online message check multi-threaded, to speed up startup times.

Also, I changed a server setting so that up to 2,000 challenges get downloaded when you hit refresh, so that means less ‘where the hell is my challenge’ mysteries. A longer term fix will happen one day.

In other news, I just put this in (for patch 1.30). It’s a new bit of UI that shows you the shield strength of individual shield modules.

Sometimes lucky enemy shots can skew the damage to one module more than another, meaning you can have one shield taken out, and the others intact, even though physically the modules aren’t destroyed. That effectively permanently reduces your max shield strength, as each module effectively acts like a concentric mini-shield in it’s own right. This was not clear, so hopefully this UI can at least let you spot it happening such as in this situation where the leftmost shield is on low strength, but the rightmost one is taken out.

Eat your own dog food

I’m not literally talking about what lister had to do: (2 minutes 30 in)

Nope, I’m talking about the phrase often used in software development, or any business these days, which means ‘use your own product’.

I think there is likely a decent correlation between successful businesses, and those that eat their own dog food. I play my games a bit, not enough tbh, although that primarily a lack of time. I’m going to set aside a few hours today to just play through some challenges. I have found so many bugs, and had so many ideas, post-release, just from experiencing my own games with the mindset of an end user.
If you are an indie dev, and there is something, anything, no matter how small that disappoints, bugs or annoys you about your game, then fix it. Fix it now.

    Today

. Tomorrow you will find something else that needs fixing, and fix that too. This is how games go from good to really good.

Of course, sadly not everyone eats their own dog food. I bought two products recently that did not. One was a picture frame with a tiny hook on the back to place over a nail. The hook was tiny, and bent easily and was in the middle of a large frame. The sheer physics of it made it literally impossible to hang it on the wall by the hook. They *never* ate that dog food.

Then I bought a TV cupboard thing, one of those ones with a shelf for all of the DVD player stuff, and a hole cut out the back for the cables to tidily go through.
The hole was too small to put a plug through, and most EU appliances now have moulded plugs you can’t remove. The hole was effectively useless. They *never* ate that dog food.

Bon appetit!