Development Log - Week 5
Development Update - Week 5
I began development of this Unity project in early February and just joined Itch this week, so my logs begin at week 5. This game began as a Star Fox like-rail shooter type that I forked into two projects. This game will utilize the space framework as well as newly added survival mechanics while occupying planets. The survival mechanics for each planet may differ based on things like gravity, pressure, weather and time. I've worked on about a dozen projects, two which are still active, and I'm having the most fun with this one. I usually try to put at least 4-6 hours a day into development, with weekends stretching into dozens of hours. I am currently the only developer on this project and I do work a normal full-time job to support myself and daughter. Early development releases of this game will be free with no donation. If it sees an early access release, I plan to release for free with the option of donation.
If you have any comments, questions, suggestions or criticism, feel free to leave them as I am always open to listen to what others think about my work.
Thank you!
GDS
Player Inventory (WIP)
I've spent the better part of a month putting together the inventory system and I'll probably never complain about another game's inventory again. It's been a challenge but I'm getting closer. This is not a drag n drop system. Its a item line listing type deal. Inventory items are listed in a line form and currently without icons. Icons may come later. Players can cycle through inventory items with the up and down arrow keys. Selected items are colored yellow. Non selected items are white. Players can delete selected items with Shift-Delete. Anytime a player builds, repairs or crafts an item, the resource is deleted from the inventory which it came from. If a portable power source such as a battery cell is used, that power source will be deleted after use.
The process of inventory management goes like this. Each item in the game derives from the Item class. This Item class stores all the base properties of items such as
public string itemName;
public ItemType itemType;
public ItemRarity itemRarity;
public bool isStackable;
public int maxStackCount;
public int stackCount;
public Sprite itemID;
public string itemDescription;
Items themselves have the ItemPickup class attached to them which stores the logic enabling the player to pick up the item from its position.Were actually destroying the object once the player interacts with it and instantiating another identical item in the players inventory.To help prevent duping of the item on pickup, I made a bool for checking if the item has alredy been picked up based on ItemId.
The playerInventory class holds methods for adding/removing items from inventory, such as hasItem, addItem and removeItem, which handle most of the work of checking, adding and removing. The player inventory will not hold raw resources. Raw resources like wood and metal ores will be stored in their own specific inventory such as cargo containers or supply depots.Players can craft from these specific containers as long as they are on-site.
Player Level System (WIP)
Players advance in level through skill mastery. When a player masters a single skill, player level will increase by 1, capped at 5 levels. Each level is granted with a new selectable player perk. Perks will differ depending on player skill masteries. This will open up some more uniqueness and customization for the player.
Player Skills
Mechanics:
The Mechanics skill represents a character's proficiency in repairing objects within the game. As a player invests points into the Mechanics skill, they gain expertise in diagnosing issues, performing repairs, and optimizing the performance of machinery.
Engineering:
The Engineering skill represents a character's proficiency in designing, constructing, and implementing technological solutions within the game world. As players invest points into the Engineering skill, they gain expertise in crafting advanced gadgets, building upgrades for equipment and structures, and developing innovative solutions to overcome challenges.
Audio
Players can now access the game soundtrack in-game without the settings menu. Simply press Left-Ctrl to activate the jutebox. Arrow keys cycle through tracks. Left-Ctrl to deactivate music.
Power & Equipment
Forestry Drone: Automated Wood Harvesting Assistant:
Overview:
In the vast wilderness of your game world, mastering the art of resource gathering is key to survival and progress. With the Engineering skill, players gain access to advanced technologies, including the Forestry Drone. This autonomous aerial assistant takes the labor out of wood harvesting, allowing players to allocate their time and energy to other essential tasks. However, navigating the wilderness is not without its challenges, as the drone must contend with mechanical failures, hostile wildlife, and unpredictable weather conditions.
Functionality:
Craftable Object: Players with sufficient Engineering skill can craft the Forestry Drone at designated crafting stations within their base or workshop. This process requires specific resources and components, reflecting the technological expertise needed to construct such advanced machinery.
Base Storage: Once crafted, the Forestry Drone becomes an integral part of the player's inventory, stored securely within their base or designated storage area. Accessible whenever needed, the drone awaits deployment for efficient wood harvesting operations.
Operational Radius: Upon activation, the Forestry Drone operates within a predefined radius of its placement. This range allows players to strategically position the drone for optimal wood collection while ensuring it remains within communication and control range.
Interactive Gameplay: While the drone autonomously harvests wood from nearby trees, players must remain vigilant, ready to intervene in case of emergencies. Leaving the operational radius halts harvesting activities, prompting players to balance their exploration with the drone's efficiency.
Resource Harvesting: Equipped with specialized tools, the Forestry Drone efficiently cuts down trees and collects wood resources. Each tree yields a predetermined amount of wood, contributing to the player's resource stockpile for crafting, construction, or trading purposes.
Status Indicators: To keep players informed of the drone's status, a dedicated indicator appears on the top-right corner of the screen. Three distinct statuses convey vital information:
Active: The drone is operational and harvesting wood efficiently.
Distress: Mechanical failures, wildlife attacks, or adverse weather conditions trigger distress signals, requiring player intervention to resolve the issue promptly.
Low Power: When the drone's power supply dwindles, it enters low-power mode, reducing efficiency and necessitating recharging or maintenance.
Dynamic Challenges: The wilderness is fraught with dangers, presenting various challenges to the Forestry Drone's operation. Mechanical breakdowns demand on-the-spot repairs, while encounters with aggressive creatures require players to defend the drone or retreat to safety. Additionally, inclement weather, such as storms or strong winds, may disrupt harvesting operations, adding an element of unpredictability to gameplay.
Resource Delivery: Upon completing its harvesting tasks or encountering critical issues, the Forestry Drone automatically returns to the player's location. Upon arrival, it deposits the harvested wood resources, ready for collection and further processing.
Conclusion:
The Forestry Drone revolutionizes wood harvesting in your game world, offering a blend of convenience, efficiency, and dynamic gameplay challenges. As players harness the power of technology to thrive in the wilderness, they must master the art of balancing automation with hands-on intervention, ensuring the success of their resource-gathering endeavors amidst the perils of nature.
Project Galápagos
Status | In development |
Author | GhostdogStudio |
Genre | Survival, Puzzle, Role Playing |
Tags | Action-Adventure, Atmospheric, Exploration, Futuristic, Sci-fi, Singleplayer, Space |
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