Update: I realized after posting that my first potential solution was wrong, so I have added the actual solution i want to try at the very end of the post. I am writing posts at this speed mainly so I can have…
After having gotten the bulk of my current universe generation code ported to Game Maker 2, I found myself before a wall of immense proportions. My goal (regardless of platform) is to have something like a 10×100 grid (1000 coordinates) that makes…
Yes, more mapping. This is turning out the be a very important element for the game because you can’t trade between stations if you can’t get to the stations, right? Above, you see the newly minted — and working — planetary layout.…
It’s been a while since I’ve done any work on the project, but it now has planets. Star System SS-2, better known as “Star System #2” has five jump gates and two planets, Kayox and Prick…apparently. Planet generation was fairly easy, at…
Game update, but this is more conceptual than anything. I also need to use this as a sounding board because I’ve run into a conundrum that I am having trouble working out. This is about commodities: how they are made, calculated, bought,…
Here’s a visual representation of the current system, but also not really. It’s just an SVG rendering of hard-coded data. Most of the data needed to generate this kind of thing doesn’t even exist yet, which is my next step. I’m using…
The not-so-long awaited game update is here. The only new thing to report today is that I’ve got a placeholder for the “details” panel, and have moved it from the right of the navigation map to beneath the navigation map. The details…
Side by side, Firefox and Chrome, talking to one another. With some finagling of the database, I moved Scopique and Stargrace into the same system so they could chat. Upon character selection, everyone in the system the character loads into is notified…
OK, here we go. Originally, this “not-so-mystery project” was a long-suffering plan to create a cyberpunk-themed game. Played out at street-level, you’d take the role of one of a few archetypes, and could “do stuff” around the city. This was originally born…
For this update, I’ve included a bit of the back-end view to show what’s going on under the hood. At this point, a user has the option to select “a character”. When the character is loaded into the UI, they are assigned…