Starship Command 2 Major Update!

Major update today for Starship Command 2! Shipyards are now in place.

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This means you can buy new/trade-in components in your fleet (as of right now, only hulls are implemented). Implementing this meant fixing a few bugs and tweaks to the hull generator code, mainly to calculate available cargo spaces based on the empire’s economic priority.

Also, implemented is a small quality-of-life improvement, the travel log:

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This will, by default, keep track of your last five stops.

Another major change in terms of gameplay, is the added penalty of new governor claims. The cost of claiming a new sector as a governor, is multiplied, again by default, by the amount of already-governed sectors. This was to keep the player from just claiming every sector on the cheap. Adding this meant the player would have to be able to relenquish his governor’s claim. Doing so will sell the claim to your empire, the value of it is based on the development of the sector.

This introduced real-estate flipping! Claim a sector, buy and sell in the market, then immediately sell the claim. During testing this became game breaking as I was able to gain 4 billion credits in under a game-year. So, to squash this game-breaking “feature”, a cap was introduced to increasing sector development by market trading. All these values can be changed in the settings file, so if you want to be a space-real-estate mogul, just change the settings.

Also changed were the atmosphere graphic, it now is now longer “chopped” at the left side:

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vs. the old:

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The GUI graphics have been changed to a simpler/modern style
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And fullscreen is toggle-able in-game by pressing Alt+Enter.

Starship Hull Generator Is Now Making Custom Config Files!

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YAY!

The starship hull generator code that takes a JSON config file and makes a hull out of it is now capable of creating a brand-new config file for the generated empires. That means the default 250 empires will have their own unique ships, no default/undefined shape. So, the next thing to do is take these configs and make similar versions for different classes. Then, followed by coding the actual shipyards in-game!

It took a while to detect/get rid of hull shapes that intersect themselves. But it is finally ready. I may add this into a new build of the Ship Flight testing program.

Starship Command 2 is Now in Progress

Or I should say it has been in progress for three months. I should update the site more often. So…

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Currently, the empires (expansion, relations, wars, etc.), and markets are working and I plan to have an alpha build up in the next week. So stay tuned.

The power creator is working! – Superhero Card Game dev update

Here it is:

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So, in this game, you create a superhero (or supervillian) and create the powers. The stronger the power, the lower the chance to draw it from your power set (or deck).

Next to work on is the actual battling, it’ll be a turn-based street-fighter-esque. Eventually, after the core gameplay is done, I’ll add the ability to customize the costume of your character!

State of Starship Command

Hi to the ~20 Starship Command players!

It has been too long for any news about SsC, but here we go!

I have not abandoned Starship Command. I’ve just had to take a break. There is so much more I want to add especially the ship boarding. But after two months of that, I’m still hitting some game breaking bugs with it.

So, with NaNoWriMo, coming up I figure I’d take a break from SsC and get back into writing. After that, I’ll see how I feel about it. Starship Command is the game I’ve always wanted and there is more that can be done with it, but it has taken up pretty much every single hour of free time that I have had for the last 14 months, and I’m burnt.

So, here’s to all the captains playing it. It’s not dead, just a hiatus.

Thanks you.