Devlog 24.11
Rogue Souls » Devlog
It has been 4 weeks since my last devlog.
- Four weeks ago, I completed implementation of Trade Mains, or smaller trade networks embedded within a Sector-wide Trade Network. I attempted to create an outline using convex hull but got mixed results so I shelved it for later. Trade Mains are good for now.
- Once I finished with Trade Mains, I learned a bit of Java Poet to automate the import of Assets into the project. It's a pretty sweet deal, I'm very happy with how it works. It's going to save me a LOT of time adding new assets to the project down the line.
- I implemented a very simple Inventory/UI toggle so I could get used to adding UI components for what will become a drag-and-drop interface. It works, and that's all I was looking to accomplish for now.
- Three weeks ago, I cleaned up the git repository and created my very first "feature branches." I put all my voxel engine work into a separate branch so I could focus on my next milestone: planetary (orbit) view. Git branches are a magical thing.
- Two weeks ago, I created a new feature branch and implemented the planetary (orbit) view using the new G/UI framework. I continued high-level terrain generation into this last week.
- Last week I implemented spectral classes so stars are no longer "just yellow." Lots of red dwarves now.
- This next week I'm going to continue working on the planetary view and terrain generation. I'll consider this feature "done enough" once I can move between different planetary views for the main worlds of different star systems.
- Once I complete planetary view for the new G/UI, I'm either going to return to the voxel engine or I'm going to refactor the star system view for the new UI framework. I would love to be able to "zoom in" from sector > star system > planet, but I have to follow the feature that calls to me most.
- Soon I hope to return to factions, now that I have the UI framework in place, and a query-able trade network. I realized while working on the planetary view there were additional things I could do to clean up my trade network objects, and that's another upgrade I've earmarked for "when I'm done with planetary view."
I also fixed a couple bugs and plugged a couple memory leaks.
Rogue Souls
Open-world Roguelike space trading game.
Status | In development |
Author | Tanys Foster |
Genre | Role Playing |
Tags | Open World, Space, Trading |
Languages | English |
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