In six months of developing and playtesting this game, this is the stupidest thing I have ever built. (The conduits on the left side of the station.)
Testing / balancing continues.
Not much worth screenshotting in the last few days. Lots of tweaks.
Pictured: changed the generator to widen the pillar of bedrock beneath the station core. Prevents minerals spawning in stupid places, looks more aesthetically pleasing.
Still working on something that serves the same function for the asteroid missions. It’s a surprisingly difficult problem. I’m thinking about it.
Starhaven currently has a bit over 9k lines of code in its codebase. (Manufactoria had about 6k; YACI ran at around 3.5, and IKOW was juuust under 3k.)
Testing yet another iteration of the defense system. (The fourth, by my count.)
I will stop the moment it is fun.
Or the moment I run out of time. Which is probably in a week. In which case I’ll just go back to the old, slow, slightly crummy laser-based defense.
We’ll see how it goes.
Tossing off a quick new level type. So much easier with the mission/scenario rewrite I did the other day. (It’s just a small variant of the old ‘planet’ mode, if that wasn’t obvious.)
Going to work on some more involved ones next, I think. I have ideas for a number of exotic modes… basically I’m trying to create things for an unlock system to unlock.
Kenta Cho is a Japanese independent videogame developer. He became wildly popular and is considered influential for releases such as rRootage, TUMIKI Fighters and Torus Trooper. In fact, TUMIKI Fighters became so popular that a game called Blast Works (which was directly based on it) was released for the Wii.
Reblogging for Kenta Cho.
10 notes (via quote-un-quote)
‘Return to the Pit’
A lot of refactoring went on behind the scenes to make this screenshot possible. Even after, my level-generating code is still the ugliest thing in my codebase… but not quite as bad as it was.
Going to try to toss out a bunch of new levels / level types as quickly as I can. Need fodder for the unlock system.
(The background is 200% WIP, if that wasn’t obvious.)