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

Current campaign-game to-do list

These are things on my list right now:

  • Add new code to tutorial so it can zoom to a specified location.
  • Finish off tutorial text and code for the remaining bits of the campaign.
  • Do the screens for victory or defeat in the campaign.
  • Filter out fleets where ships have no engines, so they aren’t selected as enemy fleets.
  • Merge 2 fleets if you drop one fleet icon on another.
  • Prevent exploit whereby you invade a system, then save and load before the battle got resolved. (Ooops).
  • Merge two fleets into one if you send two fleets to invade the same system at the same time.

None of these are trivial tasks. It’s coming together though. I’ll probably interrupt work on this at some point to release patch 1.39, although the campaign itself will need a patch to support it, so I might wait until the campaign is finished first. I keep considering putting the campaign code into a separate DLL, but tbh thats only going to be needless grief. There will always be one or two tiny things I need to change in the base game to support all the campaign stuff, so why bother? The campaign is all seperate data, just like the expansion packs.
Sales of GSB are definitely slowing. Hopefully the campaign will boost them up long enough to last me until I finish whatever game I do next.

Atmospheric Crop Circles

I think one of the things that makes a GREAT game better than a GOOD game, is that the great game has atmopshere. People in suits think you can buy atmosphere by spending money on FMV or lots and lots of artists, but that’s just not true. Thief 2 had AWESOME atmosphere, at a twentieth the budget of Oblivion. (guess).

One of the ways I try to ensure I get the right atmosphere into my game is to have constant reminders of the theme of the game in my head. Most of the time game development is just typing and scrolling through code, so it is easy to forget that its about lasers, explosions and battlecruisers going pew pew. That’s where headphones and multiple monitors come in. The vast majority of the time I’ve spent coding GSB has been spent either blasting the music from Star Trek or Star Wars through headphones (or out loud now :D) or having a DVD of some suitably epic space battle sci-fi playing in my extra monitor, like so:

It really helps me to stay focused on what I’m doing, and how it should feel. Good games are about feel, not polygons or features. Just Cause 2 makes me *feel* like an action hero, in ways that mere technical ability or hype or clever graphical effects never can. Thats a great feeling. The guys who do puzzle pirates have the money to take this a stage further and they do. Good for them.

The nearest I’ve got to atmospheric experiences concerning aliens today was visiting a crop circle nearby. Never seen one before. Here is me in the middle being silly

Here is the cicle taken by a proper photographer.

They are pretty dull at ground level tbh. I’m sure whatever aliens make them are not ferengi, because there was nobody selling hot dogs, or even a strategically placed big ladder that they could charge admission for, to get a  good view. “Twelve rungs up? That’ll be three strips of latinum please”.

Apparently it’s a maths equation, if the circle radii get converted to ascii. I bet it was those do-gooder vulcans.

Campaign Scrappage schemes

I’ve been slightly sidetracked recently by the release of the Swarm DLC on steam (few technical issues there) and some updates to the core game which will filter through in the eventual next patch. Meanwhile, slow but sure progress continues on the fun and games of the campaign game. Here is a current work-in-progress coder art style screenshot. I’ve just finished coding the ‘scrap ships’ UI so you can scrap ships to recover some of the money. You only get 25% of the value, so it’s a desperate measure rather than a simple way to refit the fleet. It might be useful for when you have damaged ships not worth repairing, or for when you capture enemy ships that don’t suit your current fleet.

In other news, I now no longer find the big clump of black birds that live in a tree in our garden to be cute. Bastard things woke me up at 6AM this morning. I suspect they are ravens, or maybe pterodactyls. Certainly not as cute as I recall. Jack now has my express permission to get the bastards. He’s been practicing on the smaller birds. So far it’s about 5:0 to him. Nature eh?

Todays Bugs

I found a bug today, after it was reported by a few GSB modders. I had done some cunning optimisation for my file handling months ago, where my Ini File loader code kept a file open during it’s lifetime in case another section from the same file got read soon afterwards.

It turns out that the C Runtime barfs if you try to open more than 512 files, under all circumstances. This is fine until you mod an extra 300 modules into GSB, then it just dies. So… problem fixed. Ideally my ini file code should be able to handle this better entirely, but thats for another time,

The second ‘bug’ is still underway, (point defence modules appear to not respond to damage, but in the debugger, they clearly do…) but its pointed me to a third one, that was also reported…

When a point defence beam shoots a missile, it may not work. The missile may be unharmed. In this instance the missile is still ‘claimed’ by the PD module until it dies, so no other PD module will have a second go at it.

I could fix this trivially, it’s just an oversight*. But would that make PD too powerful? It’s already prety good, albeit some of it’s thunder has been stolen by the Swarms Smart Bomb. It’s only going to kick in where you have a few incoming missiles and multiple PD modules. But that second chance to fire could save you from that vital pesky megaton missile, or Order nuclear bomb…

Thoughts?

*easily explained though. The neutron power surge generated by the point defence beam temporarily blinds the targeting mechanism of other PD modules from homing in on the positronic flux decoupler on the same missiles.


Edit: actually the PD bug is now fixed, making them fire much slower as a result, so I’ll fix the multiple-attempts  bug to compensate. it also turns out that the fire-Interval for guidance scramblers is misleading and not applicable, which explains its strangely high effectiveness, so that will be nerfed slightly too…

Campaign Game

Just a quick screenshot showing the state of the current campaign game UI. This is zoomed in on a planet to show the fleets there, the UI for building new ships and the list of facilities there. It’s all very coder-art and work-in-progress. I’ll likely not do the icons myself.

It is getting there though…