Still Alive Saturday #12: Travellin’

Hey everyone!

Finals are creeping up for me this coming week and I in particular have been extremely busy with school. As a result, I haven’t gotten much done that can be shown. Rest assured, however, that work is progressing! We spent the early part of this week beginning the travel system, as well as improving the character customization.

Travel in Project Sky will work similarly to FTL; you’ll have access to a map of the current zone you’re in. A number of locations will be scattered across each zone, but you only have a certain amount of time in each zone, so you need to plan your time accordingly.

We’ll flesh out the system in the future, but for now (I’m writing this when I should be studying!) that’s all I have to say this week.

 

See you all in a time without standardized tests,

Chris

Still Alive Saturday #11: The Wind is Blowing

Hey everyone!

We spent this week working on exclusively weather/backgrounds. It’s been something we’ve wanted to tackle for a while now and I think the result is something that really enriches the feeling of the game.

As it stands right now, Project Sky can/will have the following weather/day types:

  • Sun
  • Rain
  • Snow
  • Sunset
  • Night

We may add more as time goes on, but for now this is the plan.

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(Note: These clouds are sped up for the purposes of awesome)

Already, the presence of background elements and parallax makes the game feel much more vibrant and exciting. No longer must we languish in the unspeakable nightmare of plain blue screen. We have entered a new era.

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Of course, none of this particularly matters if there isn’t a game to play. Our goal for the coming week is to implement the travel system. Once that’s in place, we can begin fine-tuning the game structure, events and combat.

That’s all for this week! See you all soon,

Chris

 

Still Alive Saturday #10: Loose Ends

Hey everyone,

This week was not a hugely productive one for actual development, so I won’t stick around for too long. However, Justin was able to finish up some rather large tasks that we’ve been plowing away at for a few weeks now.

As of today, all basic island art is complete and the entire leather armour set is complete. This allows us to tackle some other areas of development. We’re going to start getting into actual gameplay flow, so look forward to that.

 

See you all soon,

Chris

I Fold

Hey everyone!

Just a short post to let you know that we’re skipping SAS this week. We’ve been swamped with work and have gotten basically nothing done, so instead of attempting to conjure up some content to talk about, we’re just going to put this week off until next Saturday.

Just pretend the past 7 days never happened, alright? Cool.

See you guys next week,

Chris

Still Alive Saturday #9: Everything is Clear

Hey everyone,

This week we tackled a couple of specific areas of the game. In terms of programming, I worked on enemy HUD components, as well as the beginnings of crew AI and implementation. Justin continued to work on island chunks and equipment art.

 

Enemy HUD

In order to improve clarity in combat, your current enemy (the one you attacked last) will have a HUD in the top right corner of the screen. This is pretty straight forward, but helps greatly in understanding the ins and outs of your opponent.

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Crew AI

Crew members in the game will have two states. The first is inactive, when they are not part of your selected boarding party. This is the state that I worked on this week. It’s fairly simple, but it’s nice to see the crew members actually represented in game now.

The second state is active, where they follow you around, fight battles with you and so on. This will come later.

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These crew members automatically update with changed names and equipment.

 

That’s all for this week! See you guys soon.

Chris

Still Alive Saturday #8: We’ve got Clothes

Hey all!

We spent most of this week working on equipment and the underlying engine powering it. It’s not 100% finished, but it’s coming along very nicely!

Items

Items in Project Sky is divided into a number of subcategories. Today we’ll focus on character equipment. This means things like armour, weapons and trinkets.

Think about player equipment as coming in tiers. Each new tier is, for the most part, better than the previous. There are a few instances where that isn’t the case, but we’ll forget that I just said that for the time being. The equipment you’ll see in the gif below is from the leather armour tier. Equipping it adds one point to the character’s defence. It’s the lowest tier in the game, but it’s still a hell of a lot better than nothing.

If you’ve ever played the new XCOM: Enemy Unknown game, you’ll notice that this system is quite similar to theirs. They also have tiers that are objectively better. The only difference is that XCOM is based around a health system where armour adds health points. In Project Sky, we take the more conventional route of having armour reduce damage taken.

The necklace you see in the gif is a trinket that will alter the character’s stats in some way. This could mean increasing their damage, increasing their speed, or some other attribute. It could also be some sort of a trade-off of unique effect. Trinkets are important to the survivability of your crew and are best used in a way that will enhance the strong traits of the individual.

Weapons in the game work fairly similarly to equipment, except that they modify your attack power. There’s more to equipment than just this, but we’ll get to that when it comes up.

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As you can see, the Ledger isn’t completely finished yet, but we’re making great progress with it. Swapping equipment in and out is fast and easy, even with multiple crew members. Our hope is to keep the game as streamlined as possible in this area so that you don’t have to spend too much time managing your items. A large part of the game focuses on your crew, but that doesn’t mean you have to spend all of your time lurking around menus.

That’s all for this week! We’ll be tackling some difficult things this week, which means I’ll either have a lot to show you on Saturday, or I’ll be grumpy and have nothing to talk about. Let’s hope for the prior!

See you then,

Chris