Itch Update!


Realising, as I sometimes do with my galaxy-brain, that not everyone who is interested in Deck & Conn and follows me here follows me on Mastodon, and that RSS readers have gone the way of the Dodo (destroyed by humankind's self-destructive idiocy), I figure it's worth me posting links here to the last few dev logs I posted over on my web site.

(I'm fine posting here, but, kids, it's important to remember the lessons of twitter [et al] - if you have the privilege to do so, keep your data on your own server space wherever possible.)

So here are the last few updates...

The big 'un from a few weeks back now was my in-depth post about the rationale behind porting my game from Lua + Love2d to C++ + libSDL2: https://www.elissablack.com/deck-conn-log-9-a-much-needed-overhaul/

This was followed by me talking about the implementation of a text-mode computer terminal in the game, as a sort of 'advanced mode' way to control the ship, in the event that your controls get mucked up: https://www.elissablack.com/deck-conn-log-10-hello-computer/

Finally, there's my most recent dev log - about the communications room: https://www.elissablack.com/deck-conn-log-11-priority-action-message/

I am, meanwhile, working on sensor systems and selection / information screens for clicking on planets, stars, and enemy ships.

In theory, this is all pretty simple. In practice, there's some fiddly bits, for sure - but I'm about 50% done with that now.

Which I guess means the next step after that is weapons & damage. Right now, you can spin up, target and even fire weapons and... nothing happens. You click fire and they just stay in that state forever. So making railguns and torpedoes fire will be interesting!

I'm going to have them (and movement) animated, but for now I will try to force myself not to code the  visual bits until the mechanics work. Will I succeed? Who knows...

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You just reminded me I could follow people via rss on mastodon :) (old here) there are dozens of us, dozens!