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FreeUniverse Status
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Mon Jun 26, 2006 10:06 pm    Post subject: FreeUniverse Status Reply with quote

Current status:

I have very much working already, I would rather say what I don't have working:

* Jobs: randomly generated quests you can get from stations and planets for faction/money rewards
* Item pricing: the functions that generate prices for items hasn't been implemented (everything is 100 credits currently)
* Complete graphics set: not many graphics exist for planets, items etc.
* Sound effects!

There is more... but those are the biggies

I'm also trying to think of ways to prevent the game from getting 'boring' Smile The game is inherently endless, but I need something to drive the player to "get to the next level", and drive the player to make goals.. I was able to do this with 3059, but I'm more than open to suggestions Smile

I will have something up on the SVN shortly... stay tuned Smile
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Tue Jun 27, 2006 5:28 pm    Post subject: Reply with quote

SVN is now online! Visit the project's page for more information about compiling (the EXE is included so you should be able to play without compiling)

You will need the SDL libraries, but I think these come with the ArcGames library.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Wed Jun 28, 2006 8:32 pm    Post subject: Reply with quote

I updated the SVN. Lots of updates:

* now using the correct Arc version for the .EXE, so devil.dll is not required
* added support for game throttling
* major improvements to ship AI
* items now spawn off mined rocks, AI and yourself can pick these items up using the 'p' key
* ships now have good limits to utility counts
* many other general improvements
* added screenshots Smile
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Jun 29, 2006 8:10 pm    Post subject: Reply with quote

Revision 8:

* updated ship AI, mostly attacking AI improvements
* homing weapons improvement
* missles/torpedos now slowly regenerate ammo
* ships now drop items on explosion
* general fixes

Stuff I'm working on for next revision:

* AI need to use strafer engines
* item pricing?

Stuff for future revisions:

* jobs
* cloaking device operation
* sounds
* character creation
* saving/loading
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Jul 02, 2006 8:21 pm    Post subject: Reply with quote

Revision 9:

too many improvements to list.. big things:

* alpha pricing / weapon / ship balancing implemented
* ship AI improved some more (they strafe etc.)
* many GUI fixes
* player now starts as a near-stripped shuttle near a planet/station
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Wed Jul 05, 2006 8:03 pm    Post subject: Reply with quote

Revision 11:

* added main menu, 'p' key is gone from title screen Smile
* ships now use cloaking devices
* small tweaks and fixes, mainly to ship AI

Issues hopefully resolved in next revision:

* game becomes very jumpy (at least on my machine) when many ships are in play -- I'm not sure if this is because too much processing is happening, garbage collection or something else Sad
* sensors and cloaking devices don't have prices yet, they are currently 1 credit each Smile
* sensor vs. cloaked ships isnt fully tested
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Jul 06, 2006 8:31 pm    Post subject: Reply with quote

Revision 12 (mainly bug fixes):

* fixed the jumpy bug! this also fixes the erratic movement bug -- it was a problem with removing objects from the game (destroyed ships, old projectiles etc.)
* fixed a bug that caused miners to run when they weren't in danger
* other small fixes

Next revision:

* sensor/cloaking issues -- now i think i can get to this Smile
* most likely more balancing / price tweaks
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Jul 09, 2006 6:55 pm    Post subject: Reply with quote

Revision 14:

* fixed some faction bugs
* started new / load game options
* player now starts without a cruiser / cloaking device
* fixed some AI bugs
* started code for player statistics
* cloaking fixes
* small improvements

Working on:

* saving / loading player files
* tracking player statistics (this will be used in job offerings)
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Mon Jul 24, 2006 6:33 pm    Post subject: Reply with quote

Revision 15:

* saving/loading player information now implemented
* can now start/load a new game without program exit
* can now jettison items by holding 'j' and clicking the item in space
* small improvements / fixes

I've started "questing" code -- it should give unique and fun quests to do Smile

What I'm working on:

* improve homing weapons
* quests / jobs
* unique names for stations, planets etc.
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Tue Jul 25, 2006 8:06 am    Post subject: Reply with quote

Hi, I just recently fixed 2 small bugs in the Arc .zip (needed to convert char[] to char* with toStringz) and updated the zipfile so that Arc and Derelict will compile with DMD v.163.

Also, I was able to successfully build FreeUniverse with DMD v.163 but I had to make these changes...

1) Rename object.d file to any other name besides object, or else compiler will crash

2) In your code, rename "font/best.ttf" to "font/coprgtb.ttf", or rename that file to 'best.ttf'

3) Import std.stdio and std.mmfile in init.d

4) When FreeUniverse tries to save, I get the error 'could not open or create file saves/Anonymous.ship', I do not know if you need to add a blank folder called 'save' ? because when I try to restart the game tries to read that file and then it fails and I can't find the data file where it is stored.

5) delete DevIL DLL files from SVN

Also two small suggestions for the game
1) Install All button
2) Shortcut key "I" for install

Goodluck upgrading to DMD v.163!

~ Clay
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Tue Jul 25, 2006 9:31 am    Post subject: Reply with quote

Quote:
Hi, I just recently fixed 2 small bugs in the Arc .zip (needed to convert char[] to char* with toStringz) and updated the zipfile so that Arc and Derelict will compile with DMD v.163.


Great -- I was looking forward to compiling with v163 Smile

Quote:
4) When FreeUniverse tries to save, I get the error 'could not open or create file saves/Anonymous.ship', I do not know if you need to add a blank folder called 'save' ? because when I try to restart the game tries to read that file and then it fails and I can't find the data file where it is stored.


Yeah, you need an empty "saves" folder... I should add some code to automatically create needed folders before crashing Smile

Quote:
Also two small suggestions for the game
1) Install All button
2) Shortcut key "I" for install


Yeah, I have been planning on updating my button code to include shortcut keys... I will add an "Install All" button, but keep in mind the ship might not be able to install all of your items, so it will just attempt to install everything

Quote:
Goodluck upgrading to DMD v.163!


Thanks! and thank you for the input Smile

- jeremy
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Jul 27, 2006 9:39 pm    Post subject: Reply with quote

Revision 16:

* added "Install All" button
* improved homing weapons
* saves and universe folders are created automatically if they dont exist
* compiles with DMD v0.163

Working on:

* jobs jobs jobs Smile
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Aug 05, 2006 9:40 am    Post subject: Reply with quote

Sorry, I've been very busy with some family things these last weeks, so I haven't had much time to work on FreeUniverse... I have made some progress, and hopefully I will have some more free time coming up soon -- updates may be seen next week.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Aug 13, 2006 4:49 pm    Post subject: Reply with quote

Revision 17:

* added alpha job generation. you cannot currently accept or complete jobs yet, but you can see what kind of jobs are available
* improved attacking ship AI
* added faction infomation when docked
* other small improvements
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Mon Aug 21, 2006 9:43 pm    Post subject: Reply with quote

Status update (no revision submitted yet):

* job creation is coming along nicely, in my internal versions, you can accept jobs and job targets are created. I'm working on all of the job completion / failure checks

Just want you to all know I've been having a bit more free time -- and I am working on it. I don't like to commit things to the SVN unless they "work" ( at least a little bit Razz ) -- so when jobs are at some somewhat playable level, I'll commit, which should be this week.

- jeremy
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