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Offline lcass
« Posted 2014-04-21 17:56:46 »

Solis WIP topic

What is this project?

Solis is my current project , this is going to be one with continuous development
and will have my full attention.

The game itself is about building spacecraft in 2d topdown action, the player can construct
, fight and control their entirely customizable vessel. The game will have heavy intensity on
intergalactic fights , mining and eventually multiplayer.

Current progress!

  • Fully functional editor.
  • Somewhat usable Guis!
  • Functional Main screen!
  • Efficient opengl based renderer
  • Full user input.
  • Exploration (WIP - 10%)
  • Object interaction (WIP-70%)
  • Entitys and playables (Not started - 0%)
  • Fights and other ships/stations (Not started - 0%)
  • Mining and resources (WIP , resources started -25% , mining Not started - 0%)
In detail
The game currently utilizes Lwjgl , specifically the opengl features not much else , everything other than that is written by me. Currently the game utilizes two main rendering methods (and a few others for things such as text and GUIS) , the main being perobject and layerbatching. Perobject: speaks for itself new vbo per object , I use this in situations where I have a large number of tiles that will be edited frequently , for instance the editor , in the out of dock layerbatching is used , two layers are reserved specifically for tiles , 1 layer for items(stacking dependant on size) , 1 layer for players and the top layer for effects. Only the tiles are stored in a multi dimensional array, the items are stored in arraylists generated when objects are created. Entitys are all stored in one array and are then rendered.

Demo download,very basic build editor

Future plans

  • Multiplayer
  • Mining
  • Fights
  • Full scale galactic battles (I enjoyed typing this one)
  • Resource and energy system
  • Ship crew management and health systems
  • Full ship control mode
Most of the program has been recoded , took only about a week almost half the amount of code with a performance increase of about 1700fps , this includes a new UI and much more efficient text rendering and image updating. It is also more memory efficient using a tiny amount of space for a tile (8 floats and a string) instead of lots (entire VBO class , 20 floats , string , multiple other objects ).
Here is a picture
Offline lcass
« Reply #1 - Posted 2014-04-21 22:17:48 »

GUI code is almost complete and will finish work on it in the morning, this includes programming:
text former
text renderer;
flowbuffer (creates a vbo that is continually added to in increments)
Gui itself

I will also be adding in the world code which was half finished , for this I need to finish setting up the camera and input .
Offline RobinB

JGO Ninja

Medals: 44
Projects: 1
Exp: 3 years

Spacegame in progress

« Reply #2 - Posted 2014-04-24 16:23:36 »

I have a suggestion..
Add a bigger picture / show some videos or more pictures so we have a clue what it is.
A picture says more then a thousand words.. Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline lcass
« Reply #3 - Posted 2014-08-09 12:28:54 »

After a bit of a break due to computer issues, I have started work again , currently building up on the map renderer.
Offline GNecro1
« Reply #4 - Posted 2014-08-09 16:10:57 »

Are you going to relese a demo?

Java freak! Cheesy
Offline lcass
« Reply #5 - Posted 2014-08-09 23:59:39 »

Are you going to relese a demo?
In the very near future , however currently the game is scrolling space , I have been implementing tile framwork and basic mechanics along with setting up the world renderer to be as efficient as possible.
Here is a screen shot of the current space algorithm.

I currently have only a few tiles , the basic ones are listed:
hazard shutter
solar panel
Offline lcass
« Reply #6 - Posted 2014-08-10 00:23:22 »

Current main screen
Offline Gibbo3771
« Reply #7 - Posted 2014-08-28 14:49:12 »

Reading through your features, you sound like an avid EVE Online fan :p.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline lcass
« Reply #8 - Posted 2014-08-28 17:06:18 »

Reading through your features, you sound like an avid EVE Online fan :p.
I gave eve online a go and found it just overwhelming, but also that the ships were not editable and you didnt have crew. I am to have entirely controllable crew with internal resources, research , training and weapons etc.
Ive been working on programming the inventory:

Currently im at the stage were annoying bugs are appearing , the kind of bugs that require commenting out single lines of code.
Offline Gibbo3771
« Reply #9 - Posted 2014-08-28 19:16:24 »

Ah ok Cheesy Just your features list looks "EVE inspired", I have been playing EVE for a long time so it's the first thing that came to mind haha.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline lcass
« Reply #10 - Posted 2014-08-29 11:24:35 »

Basics of construction have now been implemented , just need to fix up resource consumption and camera position.
Offline lcass
« Reply #11 - Posted 2014-08-29 23:01:04 »

First toy released , very simple just a basic block placing system with functional inventory and GUI , --->

Also main post updated
Offline LiquidNitrogen
« Reply #12 - Posted 2014-08-30 00:38:37 »

I suggest you provide a zip file or something slightly easier to download.

Offline Gibbo3771
« Reply #13 - Posted 2014-08-30 14:17:01 »

For test builds I suggest a fat jar or a zip of everything. People will be more inclined to download 1 file, as opposed to 3.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline lcass
« Reply #14 - Posted 2014-08-30 14:33:27 »

hmm google usually  just lets you share the folder
Offline lcass
« Reply #15 - Posted 2014-09-10 17:53:52 »

Not too much has happened however a large number of bugs have been removed and development has picked up again.
Offline lcass
« Reply #16 - Posted 2014-09-13 10:57:40 »

The main ship is now able to leave the dock which is the start of the adventure bit.
Major performance increase utilizing a single tile that renders static tiles instead of 256*256 individual tiles
Ship building almost complete , just need to fix a few bugs with it.
Offline lcass
« Reply #17 - Posted 2014-09-14 21:17:54 »

Bug update:

Fixed some minor bugs and have begun implemnting the interactions system for certain tiles such as doors , or computers that may have popup windows.
Offline lcass
« Reply #18 - Posted 2014-11-27 23:29:46 »

So its been a long time , I have had a lot of projects I have been doing but im back . I decided to rewrite the game , it was full of memory leaks , bugs and spaghetti code , this time im making the code in a way thats dynamic and extremely efficient , so I started with a new engine , with current testing 480,000 verticies was rendering at 500fps that is 48000 Tiles . Of course there will never be a situation in the game where this will happen but its nice to know that it will hold out.
Im going to start work on the GUI soon.
Offline TritonDreyja
« Reply #19 - Posted 2014-12-02 22:59:10 »

This looks really interesting

"The enemy of growth is progress made through misconception"
Offline lcass
« Reply #20 - Posted 2014-12-09 21:49:53 »

Latest update, new code is almost complete , almost back to the same stage as I was with the previous version of the game , just need to program in font handling , improve UI has been created along with a functional editor in place. Code is much more efficient.

Also added implementation allowing the screen to dynamically change size.
Offline lcass
« Reply #21 - Posted 2014-12-26 17:02:09 »

Update: The process of ship movement has begun calculating centre of mass and all that good stuff has been started!
Offline lcass
« Reply #22 - Posted 2015-01-01 22:09:32 »

So i've fully completed the calculations for movement , ive updated the GUI a bit and I am beginning to implement effects ,after this I will begin on spacial movement and blocks being added along with lighting support and entities.

Click to Play
Offline lcass
« Reply #23 - Posted 2015-01-03 00:05:12 »

I've managed to begin implementation of effects into the game such as engine fire , tommorow (today rather) I will implement particles into the system but I might try to move the simulation of that into a shader for simplicity.
Offline lcass
« Reply #24 - Posted 2015-01-07 18:01:27 »

Thanks to gyazo for being horrendous at hosting images  Emo
But good progress, the start of ships has begun , all technical aspects for them to begin appearing have been added I just need to implement a ship handling class along with combat and eventually ship collisions.
Offline atombrot
« Reply #25 - Posted 2015-01-08 18:31:33 »

The background looks very nice. I like that it isn't just flat black. Made a big improvement there. It would be nice if there was a bit of color variation. I really like it when "space pics" (or visualization of space in games) have a bit variation in colors (random example from google image search: ). It could be subtle just fading a bit to dark red or so.

I the text in the menu buttons on the top left hard to read. Probably it would already improve, if you make it a bit lighter (or add an outline).

The ships look a bit too "tiled" with only square tiles. You could add some pieces to give your ship some nicer outlines (and not everything in 90° angles).

The UI looks functional, the icons are basic but I think they do their job.

Other than that, not much to say as I can't see any gameplay. The idea sounds interesting. Kind of an open world FTL with multiplayer Wink
Offline lcass
« Reply #26 - Posted 2015-01-09 19:58:33 »

Wep all the things you have said are basically my nitpick aswell IT feels too clean there is no flash. But the reason for that is I've been implementing tile interactions not tiles and I am planning to have a wider variety of tiles which will be really good. The image with the buttons is actually incredibly out dated I've entirely removed that and instead I'm going to use textures for the buttons not text , it looks nicer and takes up a lot less space.
Feedback is always useful so thanks for it , I am pretty terrible when it comes to sprinting but I don't feel I'm at a stage where asking someone to make some sprites would be useful as only two tiles are implemented.
Offline lcass
« Reply #27 - Posted 2015-01-18 15:25:15 »

So after a bit of work ive managed to implement corner tiles , it looks very cool.
Click to Play
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