Tuesday, August 31, 2010

Completed on 31/08/2010

Done - Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
Done - Add color codes to resource numbers that surround stars.
In Progress - Make a full upkeep menu, to break down the info on how much your upkeep costs are and which type of upkeep it's going to.


Finished up the new building menu, tomorrow I'm going to finish the new upkeep menu.
Also added some color codes to the menu that surrounds stars, so people can tell what is what.

Agenda for 31/08/2010

In Progress - Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
In Progress - Make a full upkeep menu, to break down the info on how much your upkeep costs are and which type of upkeep it's going to.

Just a normal day -- hope to finish the updated building menu today, small chance I might finish the upkeep menu as well, not sure.

Completed on 30/08/2010

In Progress - Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
In Progress - Add a slider bar to show how much of total income you're willing to put into maintaining a fleet. Edit: Make a full upkeep menu, to break down the info on how much your upkeep costs are and where they're going.

Fairly slow day, and both these tasks are ending up quite a bit larger than I had projected. Probably will be finished them by Wednesday.

Monday, August 30, 2010

Agenda for 30/08/2010

Deep Field

In Progress
- Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
In Progress - Add a slider bar to show how much of total income you're willing to put into maintaining a fleet. Edit: Make a full upkeep menu, to break down the info on how much your upkeep costs are and where they're going.
- Make enemy empires send defensive fleets based on danger heatmap.
- Make enemy empires send offensive fleets when they see your planets and they've maxed out their ship production.
- Add different graphics for enemy fleets and stars.

I'm almost done revamping the economy, and I *was* almost done enemy empires before. Today I should be able to finish both of those, and then move on to a bit of polishing. Tomorrow I intend to hammer out the basic structure for the combat system. After that, it's level design, between-level progression, and a ton of polish. Deep Field is really starting to come together :).

Sunday, August 29, 2010

Completed on 29/08/2010

Done - Add per-star scaling for production cost, and food cost when building something.
Done - Experiment with linear or exponential progression to determine the best way to go.
In Progress - Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
Done - Add income-based upkeep to all buildings.
Done - Add income-based upkeep to maximum number of ships
In Progress - Add a slider bar to show how much of total income you're willing to put into maintaining a fleet.

Done for the day.

Agenda for 29/08/2010

Deep Field:

Edit:
After working with the buildings a bit, I've come up with a superior system, and so I've changed my tasks today to be a complete revamp of the building system, both internally and in the GUI.
- Add per-star scaling for production cost, and food cost when building something. Experiment with linear or exponential progression to determine the best way to go.
- Change gui to show the cost, current resources, and projected time to make up the resources and finish the building at current production levels.
- Add income-based upkeep to all buildings.
- Add income-based upkeep to maximum number of ships, add a slider bar to show how much of total income you're willing to put into maintaining a fleet.


Original
- Switch up the display text for population to show the total instead food.
- Make the food cost of buildings scale independent of the current population level.
- Change all heatmaps to scale from zero to maximum value instead of minimum value to maximum value.
- GUI changes to allow the player to actually see enemy star systems and ships.

This is the first day that I'm seriously updating this blog, now that I've got a twitter user and a facebook page set up as well. I plan on updating this blog any day that I do development, with a post to show what I intend to get done and another post to show what I did get done. Additionally, I'll be recording videos every now and then, which I'll host on youtube and link to here and on my facebook/twitter accounts. I also have accounts on newgrounds and kongregate, which I check relatively often, so if you want to get a hold of me for any reason there are a lot of ways you can do so.

Monday, August 16, 2010

First Post!

This is the new development blog for my one-man flash studio, DogInLake. I've released one game so far, http://www.kongregate.com/games/DogInLake/polygonal-fury, and have 3 other games in development.

I'm currently working on getting a game called Deep Field to the point where I can release it. Deep Field is a casual 4x space strategy game, with heavy inspiration from the game Oasis. Hopefully it'll do well!