Homework and midterm studying has had to take priority this week, so I only have a minor update this week. I added UI indicators to show a ship’s fire mode and its jump countdown, and changed the jump button to be a button instead of a toggle. Here’s my list of goals for the playtestableContinue reading “Real-Time Space Tactics Game – Dev Log 10”
Category Archives: Personal Projects
Real-Time Space Tactics Game – Dev Log 8
It’s been about a week since my last update. School and work have had to take priority, so development has slowed down a bit, but it certainly hasn’t stopped! I’ve made a number of changes and additions since the last update. For one, I’ve added a fog-of-war system to the map, where different player shipsContinue reading “Real-Time Space Tactics Game – Dev Log 8”
Real-Time Space Tactics Game – Dev Log 7
It’s been a little while since I last posted, but that’s mainly because my school workload has increased in the past week or so. From here on out it’s likely that these development logs will happen on a weekly basis instead of happening every few days. On the plus side, once my capstone prototype team’sContinue reading “Real-Time Space Tactics Game – Dev Log 7”
Real-Time Space Tactics Game – Dev Log 6
Since the last update, I mainly focused on some cosmetic features and bug fixes, though I did lay the groundwork for more important features later. First of all, I’ve continued work on the jump system. As I mentioned in my earlier Dev Log 5 post, this works by having every player ship disappear (in practice,Continue reading “Real-Time Space Tactics Game – Dev Log 6”
Real-Time Space Tactics Game – Dev Log 5
Once again, I’ve made a fair amount of progress since the last update. I’ve added some new features and functionality, and made some changes and overhauls to existing features. First, a screenshot. I’ll start with the obvious visible changes. First, I’ve gone into Maya and made some basic 3D models for some of the ships.Continue reading “Real-Time Space Tactics Game – Dev Log 5”
Real-Time Space Tactics Game – Dev Log 4
I made a fair amount of progress on the game since the last update! First of all, the enemy frigate now has a beam weapon and a basic pursuit AI behavior; it’ll follow a target and fire at it until the target is destroyed. It’s simple, but it’s a start. I’ve also started work onContinue reading “Real-Time Space Tactics Game – Dev Log 4”
Real-Time Space Tactics Game – Dev Log 3
Since my last update, I’ve begun work on the combat system. Specifically, I’ve implemented a laser cannon on the flagship, and set up a way for friendly ships to lock onto enemy ships and fire at them when they’re in range. In the future, I’m going to set up an “autofire” or “defensive fire” systemContinue reading “Real-Time Space Tactics Game – Dev Log 3”
Real-Time Space Tactics Game – Dev Log 2
This is a minor update on the real-time space tactics game, which I should probably try and think of a snappy working title for. The Final Fleet sounds a little too “official” or “formal” for a working title. The Unity file is labeled “Flagship,” so maybe that’s what I should call it for now. Today,Continue reading “Real-Time Space Tactics Game – Dev Log 2”
Real-Time Space Tactics Game – Dev Log 1
I’ve decided to try implementing a basic real-time tactics game about a fleet of spaceships trying to journey across space to find a new home. I recently played and enjoyed Homeworld, and I think it’d be fun to tackle a project with a similar theme, but some different gameplay approaches. Earlier today I worked withContinue reading “Real-Time Space Tactics Game – Dev Log 1”