Hello, everyone!
We are updating our thread with a regular devlog (23/06/2015 CheckPoint).
Take a look, how Sol-Ark evolves right before your eyes!
Sol-Ark video demonstration of build v.0.033 - Indie DB
List of performed work:
- Fixed bugs:
- With impossibility of technics to fall into space after being transferred to an empty tile;
- With inability to destroy V.I. modules held by enemy soldiers;
- With an error for the technic’s "fuel pump" action algorithm;
- With inclusion of enemy ship’s brake in the absence of the engine;
- With error of the technic’s "gas collector" action algorithm;
- With wrong sized GUI elements in different screen resolutions;
- With wrong sized production/consumption/energy storage text fields;
- With the rate of collected fuel by the gas collector dependent on its distance from a gas giant;
- With incorrect names of certain types of equipment;
- With unnecessary calculation of the vertex buffer for drawing objects by the GPU;
- With summing the number of resources which add to the object "resource" on a tile where there is another resource object;
- With GPU rendering error with offset NPC and technnic sprite coordinates while turning;
- With offset of micromanagement map’s lit areas while changing the zoom;
- With inactive keys "turn on all technics" and "turn off technics with low priority";
- Other bugs;
- Ability to manually empty containers with resources was added;
- Algorithm for drawing map tiles using the GPU was added;
- Algorithm for rendering skeletal animation frames of NPC and technics with the GPU was added;
- Test algorithm for rendering light with the GPU was added;
- Test algorithm for rendering damaged tiles with the GPU was added;
- A new rendering algorithm using the GPU was added for sprites that change every frame;
- A new rendering algorithm using the GPU was added for geometric shapes that change every frame;
- Algorithm for uploading textures to GPU for rendering NPCs, technics and map tiles was added;
- Classes of technics, NPCs, map tiles and light sources were corrected for use of GPU rendering;
- Some GUI elements on the micromanagement map were adjusted;
- New class for changing the language of GUI elements was added;
- Ability to change the language of GUI elements and messages was added;
- New shaders for rendering objects on the micromanagement map were added;
- Algorithm was optimized for adding geometric shapes rendered by the GPU;
- Algorithm was optimized for updating sprite coordinates rendered using the GPU;
- Rendering of a location’s sprites on the local space map was optimized;
- Algorithm was optimized for creating new locations on a local space map;
- New helper classes for technic optimization and NPC actions were created;
- Work continues on the algorithm for saving the game;
- Work continues on optimization of rendering GUI elements with the GPU;
- Work continues on the visualization algorithm for the micromanagement map level by the GPU;
- 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;
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