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«Sol-Ark» - is an indie-project focusing on 2D space faring real-time strategy (RTS) with some Rogue-like and Sand-Box elements. It’s an old-school hand-made flash project

Post news Report RSS Sol-Ark (2D Space RTS/SandBox/Rogue-like) New gameplay video and devlog

Hello, guys! We are updating our thread with a regular devlog (05/05/2015 CheckPoint) and new gameplay video about flight, exploration and space battle. Take a look, how Sol-Ark evolves right before your eyes!

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Hello, guys!
We are updating our thread with a regular devlog (05/05/2015 CheckPoint) and new gameplay video about flight, exploration and space battle.
Take a look, how Sol-Ark evolves right before your eyes!


Screens and gifs 05/05/2015
* Boooom!

Screens and gifs 05/05/2015
* Shield around the enemy ship

Screens and gifs 05/05/2015
* Another boom!

Screens and gifs 05/05/2015
* gas giant

Screens and gifs 05/05/2015
* collision between enemy ship (point of view) and Sol-Ark

Gameplay video about space exploration, flight and battle (build #0.029/36)


List of performed works:

  • These bugs are fixed:
    • With deflection of the exhaust sprite;
    • With deflection of textures for a location’s sprites while zoomed far out;
    • With multiple outlines added for a location’s sprite on the local map space level;
    • With damage on a location outside the micromanagement map level;
    • With music volume regulation in the options menu;
    • With sliders freezing in the options menu;
    • With transparency of a location’s sprites while zoomed in;
    • With interposition of “dust veil” sprites while zoom changes on the local space map level;
    • With inconsistency between sprite’s size for the asteroid belt and its operational zone on the star system map level;
    • With laser sprite's deflection on the local space map level at the point where the laser output crosses a location’s border;
    • With shield’s visualization on the micromanagement map level;
    • With critical algorithm error for pathfinding while a location is being split;
    • With coordinate inconsistency between shell sprites and their exhaust sprites;
    • With gas cloud visualization on the local space map level;
    • With incorrect positions for gas clouds and space stations after expanding the star system’s size;
    • Other bugs;
  • New sprite for “explosion” effect was added, as well as conditions for its appearance on the micromanagement map level;
  • Screen shake effect was added for collisions between locations on the local space map level;
  • Maser visualization on the local space map level is now performed by the GPU;
  • Durability parameters were changed for construction types “frame” and “floor”, all ship templates were re-saved with new parameters;
  • Calculation algorithm was modified for collisions between locations;
  • Star system’s sizes were enlarged;
  • Visualization parameters for a star system’s object sprites are set at new sizes in the system;
  • Depth of asteroid belt was increased on the star system map level;
  • Sol-Ark’s initial position while exiting from warp was changed;
  • Algorithm for music track changing was modified;
  • Corrections were made for visualization parameters of a location’s sprites on the local space map level;
  • Additional classes were added for optimization of gameplay process;
  • Checking of fallout into deep space was optimized for items, technics and NPCs;
  • Visualization of multiple locations on the local space map level was optimized;
  • Visualization algorithm for broken lines with GPU was optimized;
  • Algorithm for location type “asteroid” creation was optimized;
  • Algorithm for resource distribution on the surface of asteroids was optimized;
  • Algorithm of way-section creation for a location was optimized;
  • Checking algorithm was optimized for connecting separate sections;
  • Calculations were optimized for changing the oxygen level in locations;
  • Algorithm was optimized for adding/deleting tiles from a location’s sprite on the local space map level;
  • Work continues on balance for the visualization parameters for the object “nebula”;
  • Work continues on the first official teaser video for the game;
  • New music tracks were created; work continues on voice, sound and music coverage for the teaser video;
  • Work continues on polishing balance, fixing small errors and creating content for the first demo-version of the game to be released to a broad audience;
  • Work continues on filling and polishing the GDD;

Join us on Sol-Ark's official website to know more.
Check our blog with devlogs to see how the game evolves


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