Latest changes are now when selecting new game. You can choose how big galaxy is, how many players and how close solar systems are. Then you can select all players what race they haven and name for their empires.
Alien pictures are from Surt's CC scrap and Space captain is made by Justin Nichol
Then there is a new built version available for testing purposes:
I have made most of the changes you asked Danimal. Sliders for research are still missing. Right clicking when fleet is selected makes the ship to take a move. Double clicking planet or fleet shows it. I made bottom panel slightly bigger. Buttons still need resizing. There is now possibility to filter ship components in ship design. Ship designs are now ordered in alphabetical order. First showing active ship design and then obsolete ship designs. Obsolete ship designs now have grey color.
New feature is planet bombing. Now human player can go to enemy planet and bombing or start attacking troops. Planet can only shoot back turrets if they have or fight against invading troops with planet's troops.
Couple of new screenshots:
Above I am making an attack on AI's colonized planet.
Before ground troop attack...
And after attack.
While playing that test game, I found out that reading the saved game did not read correctly techs, but I noticed that after saving game on top of previous save. So I did not manage to research bombs on that particular game.
Another interesting bug was I had a scout ship on otherside of galaxy exploring the solar system. Then I decided that I would go a bit faster with FTL. While fleets are travelling with FTL there are no messages about them. After while I started wondering where the fleet was gone. Somehow it just disappeared. I do not have glue what happened. But I was thinking maybe I should do some rare event that something bad could happen on FTL travel. Maybe make the ship disappear for a while and then reappear somewhere after couple of turns. Maybe ship could be turn to rogue or full of space monster or something like that.
So sorting ship design in order would help ship designing. One thing I miss for ship design is something to filter ship components, for example only show engines or weapons.
Double clicking planet and opening planet view should be easy to do.
Also moving ships with mouse is something which is must to do.
Clicking the battle button is for debugging purposes. I will remove this when battle debugging is no longer needed.
There are only couple of ship images ready. The default ship image if correct one is missing is the scout which is the smallest image. Or was the really a bigger ship looking smaller than actually smaller ship?
Slider bars would be better, but that is slightly more difficult to do since sliders need to affect each others. I'll try to do it in future versions.
New worlds should be colonizeable. Did you have population in colonization ships? Colonization is done from the fleet view. You need to move ship to new world and view the fleet. Maybe colonization should be done also from planet view if there is your own colony ship orbiting the fleet...
Couple of keys which are important on Star Map view:
When fleet is selected, arrow keys make fleet to move as a standard move.
When fleet is selected R key allows setting fleet a route which then travels using FTL speed.
Space bar focus message and pressing second time space bar moves to next message.
Press any time F10 to take screenshots.
For debugging purposes P can be pressed and it switch player to AI player. For AI players can be controller same way as human player. Main purpose for this key is just view what AI has done so I can tweak the AI.
This is made with Java so executable is going to be Jar. I'll try to get very very simple game saving to be done then I could be make a runnable jar file.
Yup, all the stars and planets are on same map. But before star is placed it distance from other stars can be bigger than solar system width.
There three different attributes for engines: FTL speed, normal speed and tactic speed.
FTL speed is used when travelling longer distances but Fleet's scanner only function when FTL is being stopped between turns. So if something blocks you travelling FTL you need to go investigate with normal speed. Normal speed is also used when exploring the star systems. Third tactic speed is then used only in combat.
For the moment I will stick with only one FTL travel since I want game to be more playable first.
Currently I have been working with AI now. AI can now handle planet's building, research, space exploration and new planet colonization. There is still some issues with space exploration since it keeps exploring the same system over and over.
Latest changes are now when selecting new game. You can choose how big galaxy is, how many players and how close solar systems are. Then you can select all players what race they haven and name for their empires.
Alien pictures are from Surt's CC scrap and Space captain is made by Justin Nichol
Then there is a new built version available for testing purposes:
https://github.com/tuomount/Open-Realms-of-Stars/releases
Interesting game! Are you going to tell more about your project here in OGA?
Could you tell a little bit more about your project. What kind of game it is? What platforms it is for?
I have made most of the changes you asked Danimal. Sliders for research are still missing. Right clicking when fleet is selected makes the ship to take a move. Double clicking planet or fleet shows it. I made bottom panel slightly bigger. Buttons still need resizing. There is now possibility to filter ship components in ship design. Ship designs are now ordered in alphabetical order. First showing active ship design and then obsolete ship designs. Obsolete ship designs now have grey color.
New feature is planet bombing. Now human player can go to enemy planet and bombing or start attacking troops. Planet can only shoot back turrets if they have or fight against invading troops with planet's troops.
Couple of new screenshots:
Above I am making an attack on AI's colonized planet.
Before ground troop attack...
And after attack.
While playing that test game, I found out that reading the saved game did not read correctly techs, but I noticed that after saving game on top of previous save. So I did not manage to research bombs on that particular game.
Another interesting bug was I had a scout ship on otherside of galaxy exploring the solar system. Then I decided that I would go a bit faster with FTL. While fleets are travelling with FTL there are no messages about them. After while I started wondering where the fleet was gone. Somehow it just disappeared. I do not have glue what happened. But I was thinking maybe I should do some rare event that something bad could happen on FTL travel. Maybe make the ship disappear for a while and then reappear somewhere after couple of turns. Maybe ship could be turn to rogue or full of space monster or something like that.
Thanks for the feedback.
So sorting ship design in order would help ship designing. One thing I miss for ship design is something to filter ship components, for example only show engines or weapons.
Double clicking planet and opening planet view should be easy to do.
Also moving ships with mouse is something which is must to do.
Clicking the battle button is for debugging purposes. I will remove this when battle debugging is no longer needed.
There are only couple of ship images ready. The default ship image if correct one is missing is the scout which is the smallest image. Or was the really a bigger ship looking smaller than actually smaller ship?
Slider bars would be better, but that is slightly more difficult to do since sliders need to affect each others. I'll try to do it in future versions.
New worlds should be colonizeable. Did you have population in colonization ships? Colonization is done from the fleet view. You need to move ship to new world and view the fleet. Maybe colonization should be done also from planet view if there is your own colony ship orbiting the fleet...
Danimal, there is now binary version available:
https://github.com/tuomount/Open-Realms-of-Stars/releases/tag/open-realm...
Couple of keys which are important on Star Map view:
When fleet is selected, arrow keys make fleet to move as a standard move.
When fleet is selected R key allows setting fleet a route which then travels using FTL speed.
Space bar focus message and pressing second time space bar moves to next message.
Press any time F10 to take screenshots.
For debugging purposes P can be pressed and it switch player to AI player. For AI players can be controller same way as human player. Main purpose for this key is just view what AI has done so I can tweak the AI.
This is made with Java so executable is going to be Jar. I'll try to get very very simple game saving to be done then I could be make a runnable jar file.
Yup, all the stars and planets are on same map. But before star is placed it distance from other stars can be bigger than solar system width.
There three different attributes for engines: FTL speed, normal speed and tactic speed.
FTL speed is used when travelling longer distances but Fleet's scanner only function when FTL is being stopped between turns. So if something blocks you travelling FTL you need to go investigate with normal speed. Normal speed is also used when exploring the star systems. Third tactic speed is then used only in combat.
For the moment I will stick with only one FTL travel since I want game to be more playable first.
Today I played first longer play against AI. AI now redesigns battleships explores the space and colonizes new planets.
Couple of new screenshots:
Screenshot above is AI's defense fleet. Notice that there have been couple of different versions of Destroyers.
Screenshot above is taken from human player's starting system. In this game I got pretty lucky since all planets in starting system were habitable.
Currently I have been working with AI now. AI can now handle planet's building, research, space exploration and new planet colonization. There is still some issues with space exploration since it keeps exploring the same system over and over.
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