Moments ago, I announced Infiniverse as a success in r.g.r.a. There wasn’t really time for balancing, so the game might be very hard and dull or very easy and dull. But I’m still happy about what I achieved in these 7 days. And the game is somewhat complete experience with a goal, ending, quite nice looks, and lots of places to visit.
Highlights of the last day’s development are shops in space station (pictured above) and combat AI. I’ll probably write a more detailed post-mortem later, but now I’m taking a pause from this. 🙂
Play the game online @ http://dev.infiniverse-game.com/7drl/
Or download and play offline from: https://github.com/tapio/infiniverse/zipball/7drl
The versions linked above are the challenge versions and are frozen. I shall continue development and might make radical changes such as moving to real-time in preparation of multiplayer version etc, but that won’t affect the 7drl version.
I estimate I have a maximum of 8 coding hours left and there’s still a lot of stuff missing, so I’ll probably fail. But I’ll keep fighting till the end.
What have I achieved since the previous update (about 1,5 days ago):
- Square tiles – e.g. stars are now round instead of ellipses in the solar system view
- NPCs – there are now space ships wandering in the universe, although there is no interacting with them yet (they do show up on sensors though)
- Torpedos – can be launched and they move but targeting interface is missing
- Early space stations – can we visited, but there’s nothing interesting there yet
- Basic ground level generator – working, but not very interesting
- More work on the planet aerial view generator – still not close to satisfactory 🙁
- Sensor tweaks – contacts now sorted by distance; sensors need to be manually used and there are three working scanning modes (celestial bodies, artificial objects and combined closest ones)
- Other UI tweaks
Less than three days left. Much work still to do.
In order to keep myself entertained (because the porting work is not always so fun), I have implemented some gameplay elements and a user interface. So almost everything you see in the picture above is actually functional (not a mock-up), and the ship can run out of energy, for example. There is even more features under several animated submenus that are closed in the image. However, it is not yet polished and will receive tweaks and additions.
Apart from finishing the universe, big features I still need to implement include: enemies and NPCs, homing torpedos and combat in general, economy (ship upgrade shopping, resource/”item” gathering and possibly trading) as well as the main quest.