Potato Man Development Log
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Potato Man Development Log
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- Hexalani Units (WIP) (With And Without Carry Overlay):
- Hexalani Units (WIP) (With and Without Utility/Tactical Upgrades):
- Planets (WIP) (Oceanic, Fertile, Desert, Rock, Forest, Arctic, Gas Giant, Asteroids):
- Moons (WIP) (Large, Medium, Small, Tiny):
- Tech Tree (WIP):
- Sectors, Galactic Map:
- Sector 0 (B5-P3):
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- Turn 41 of Test Game 3 (Example of a Planetary System and a Colony in progress):
Last edited by FCVinyl on Mon Jun 29, 2015 1:07 am; edited 13 times in total
Re: Potato Man Development Log
6/26 Update
Great to get back into work on Potato Man. Since I've last worked on it, I've personally changed considerably, especially artistically. Currently looking for input to add to the "Utility" branch of the tech tree; the "Utility" branch focuses on the upgrades that the other three branches don't really cover, e.g. better wheels. A possible late-game upgrade might be repulsorlifts. I'm interested in looking into making upgrades also visually impact the game, e.g. a little dish on your spacecraft from High-Speed DRADIS. Lastly, I'm planning on adding descriptions to the technologies in the Player's Manual, like the technology effects, as we don't have, and likely never will have, tooltips to put them in.
Oh, also, more pressingly, is the situation with resource collection. Specifically mining. So we know we need ground and space versions of raw Fuel, Mineral ore, and potentially raw Ordnance. Like, what should they look like, what should they be? Should Minerals be more like crystals or metal? Should Fuel be a liquid or perhaps a sort of crystal? Should Ordnance stay unknown (presumed Mineral derivative) or become an ore with either a special mining unit or lumped with a Refinery or Depot/Processor? If not, should it just look like a different color of Mineral or be totally unique? Also, how to balance resource availability on planets/in space? Should there be Fuel asteroids or gas clouds or both? All sorts of questions that, unlike the ones in the above paragraph, are very critical to the continued development of planets and projects.
Potato Man v0.1.2 Changelog:
- Made this thread.
- Revamped some sprites.
- New sprites (S Shuttle, S Strikecraft Wing, Small Gun, Large Gun).
- Revamped the carry overlay.
- Revamped planets.
- New planets.
- Revamped moons.
- New moons.
- Revamped planetary systems.
- New "Planetary System Editor".
- Revamped tech tree.
- "Progression Lines" now a utility overlay.
- New "Technology Tree" section in Player's Manual.
- Edited "Starting Bonus" section of Player's Manual.
- Edited "Unit Formations" section of Player's Manual.
(Clarification on the version number: Prior to the Manager is 0.0.0's, the Manager is 0.1.0, after the Manager but before this thead is 0.1.1)
Great to get back into work on Potato Man. Since I've last worked on it, I've personally changed considerably, especially artistically. Currently looking for input to add to the "Utility" branch of the tech tree; the "Utility" branch focuses on the upgrades that the other three branches don't really cover, e.g. better wheels. A possible late-game upgrade might be repulsorlifts. I'm interested in looking into making upgrades also visually impact the game, e.g. a little dish on your spacecraft from High-Speed DRADIS. Lastly, I'm planning on adding descriptions to the technologies in the Player's Manual, like the technology effects, as we don't have, and likely never will have, tooltips to put them in.
Oh, also, more pressingly, is the situation with resource collection. Specifically mining. So we know we need ground and space versions of raw Fuel, Mineral ore, and potentially raw Ordnance. Like, what should they look like, what should they be? Should Minerals be more like crystals or metal? Should Fuel be a liquid or perhaps a sort of crystal? Should Ordnance stay unknown (presumed Mineral derivative) or become an ore with either a special mining unit or lumped with a Refinery or Depot/Processor? If not, should it just look like a different color of Mineral or be totally unique? Also, how to balance resource availability on planets/in space? Should there be Fuel asteroids or gas clouds or both? All sorts of questions that, unlike the ones in the above paragraph, are very critical to the continued development of planets and projects.
Potato Man v0.1.2 Changelog:
- Made this thread.
- Revamped some sprites.
- New sprites (S Shuttle, S Strikecraft Wing, Small Gun, Large Gun).
- Revamped the carry overlay.
- Revamped planets.
- New planets.
- Revamped moons.
- New moons.
- Revamped planetary systems.
- New "Planetary System Editor".
- Revamped tech tree.
- "Progression Lines" now a utility overlay.
- New "Technology Tree" section in Player's Manual.
- Edited "Starting Bonus" section of Player's Manual.
- Edited "Unit Formations" section of Player's Manual.
(Clarification on the version number: Prior to the Manager is 0.0.0's, the Manager is 0.1.0, after the Manager but before this thead is 0.1.1)
Re: Potato Man Development Log
6/26-27 Mini Update
Fruits of some late-night work.
Potato Man v0.1.2.1 Changelog:
- Changed how the Carry Overlay is handled.
- Added new sprites.
- Introduced "camouflage" feature.
- New "Camouflage" section in Player's Manual.
- Edited "Combat" section in Player's Manual.
Fruits of some late-night work.
Potato Man v0.1.2.1 Changelog:
- Changed how the Carry Overlay is handled.
- Added new sprites.
- Introduced "camouflage" feature.
- New "Camouflage" section in Player's Manual.
- Edited "Combat" section in Player's Manual.
Re: Potato Man Development Log
6/27 Update
Been doing another Test Game in order to create a realistic colony mock-up as well as general testing.
Current priorities are:
- Asteroid Planetary Systems
- (?) Gas Giant asteroids
- (?) Improve ore, G Bridge, and S Buoyant Platform sprites
- How research will work on graphics and in the Manager
- More gameplay balancing
- Refining various other tidbits
Potato Man v0.1.3 Changelog:
- New sprites (Gas Giant, S Destroyer, S Cruiser, S Shipyard, S Heavy Weapons, G Star Bus Landing Pad, G Bridge, S Star Bus Terminal, S Buoyant Platform).
- Tweaked carry overlay.
- Expanded some carry overlays.
- Revamped resource sprites.
- Edited Forest Planet sprite.
- (Not Shown) fixed color of S Transport bridge window.
- New "Planetary System Editor".
- New "Carry Overlay" section in Player's Manual.
- New "Potato Man Manager" section in Player's Manual.
- New "Star Buses" section in Player's Manual.
- New "Bridges And Platforms" section in Player's Manual.
- Moved "Glossary" section of Player's Manual.
- New G Star Bus Landing Pad project.
- New G Bridge project.
- New S Star Bus Terminal project.
- New S Buoyant Platform project.
- New "TRAVEL" Menu for Manager.
- New "BATTLE" Menu for Manager.
- Nerfed S Strikecraft Wing's damage stat.
- Buffed G Factory Ordnance production.
- Reassigned S Production Space Station to Ordnance production.
- Buffed G Factory and S Production Space Station upkeep.
- Accidentally renamed Space Bus to Star Bus.
Been doing another Test Game in order to create a realistic colony mock-up as well as general testing.
- Test Game 3 Notes:
- - Research was disabled.
- Graphics were enabled.
- Major features introduced in v0.1.3 were not applied yet.
- Game constrained to the Planetary System.
Not only was the Manager very fun, but also using it along with the graphics. In multiplayer, I think the turns in the mid-late-game would be not dissimilar to that of Axis And Allies, length-wise. I found it great to be feeling hindsight, as I wanted to move some buildings to make it look nicer but I couldn't because I hadn't built any G Freighters.
While it didn't like very long, 41 turns is how long it took to get basic orbital infrastructure going. Though, I do think competition on the planet would make it take a while longer. But with the kind of resource scarcity present on that map, and what it seemed like I was consuming, I feel that a major driving force of conflict, or alliances and trade if you don't plan on conquest, will be resources.
Current priorities are:
- Asteroid Planetary Systems
- (?) Gas Giant asteroids
- (?) Improve ore, G Bridge, and S Buoyant Platform sprites
- How research will work on graphics and in the Manager
- More gameplay balancing
- Refining various other tidbits
Potato Man v0.1.3 Changelog:
- New sprites (Gas Giant, S Destroyer, S Cruiser, S Shipyard, S Heavy Weapons, G Star Bus Landing Pad, G Bridge, S Star Bus Terminal, S Buoyant Platform).
- Tweaked carry overlay.
- Expanded some carry overlays.
- Revamped resource sprites.
- Edited Forest Planet sprite.
- (Not Shown) fixed color of S Transport bridge window.
- New "Planetary System Editor".
- New "Carry Overlay" section in Player's Manual.
- New "Potato Man Manager" section in Player's Manual.
- New "Star Buses" section in Player's Manual.
- New "Bridges And Platforms" section in Player's Manual.
- Moved "Glossary" section of Player's Manual.
- New G Star Bus Landing Pad project.
- New G Bridge project.
- New S Star Bus Terminal project.
- New S Buoyant Platform project.
- New "TRAVEL" Menu for Manager.
- New "BATTLE" Menu for Manager.
- Nerfed S Strikecraft Wing's damage stat.
- Buffed G Factory Ordnance production.
- Reassigned S Production Space Station to Ordnance production.
- Buffed G Factory and S Production Space Station upkeep.
- Accidentally renamed Space Bus to Star Bus.
Re: Potato Man Development Log
6/28-29 Mini Update
Looking into migrating from the current system of Google Docs and Photoshop/Paint.NET, to Unity. Will be doing some conceptual work to get a feel for the UI. Your input is highly encouraged.
Potato Man v0.1.3.1 Changelog:
- New sprite (Asteroid Planetary System).
- New reasearch-based sprites.
- New "Solar System Editor".
- Made Formations projects.
- New descriptions for technologies in Player's Manual.
- Added 10% cost discount on formations.
- Nerfed G Mechanized cost.
- Generated Solar Systems for Sector 0.
Looking into migrating from the current system of Google Docs and Photoshop/Paint.NET, to Unity. Will be doing some conceptual work to get a feel for the UI. Your input is highly encouraged.
Potato Man v0.1.3.1 Changelog:
- New sprite (Asteroid Planetary System).
- New reasearch-based sprites.
- New "Solar System Editor".
- Made Formations projects.
- New descriptions for technologies in Player's Manual.
- Added 10% cost discount on formations.
- Nerfed G Mechanized cost.
- Generated Solar Systems for Sector 0.
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