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"Planetary Exploration Company" (Early alpha)

A topic by Christian Ibarra created Jun 04, 2021 Views: 5,266 Replies: 67
Viewing posts 21 to 40 of 60 · Next page · Previous page · First page · Last page

This week:

  1. I worked on polishing the events system:
    1. Now you will be able to see branching narrative:
      1. Each action will open a different story branch, one branch if you fail, and another branch if you succeed.
    2. Each time you select an action you get:
      1. A section that tells you if you succeeded or failed the action.
      2. The effects of the actions.
  2. I started working on the employee management screen, when I finish it:
    1. You will be able to see available candidates for hire.
    2. Compare between actual employees, candidates, and between each other.
      1. You will be able to compare inventories/stats, name, face, and payment.
    3. Hire and fire employees.

I will not upload a new version this time since there is no actual new things to play with.

New this week:

  1. Last week I worked on the Hiring window, where you could find candidates and add them to your employee list, this week I polished it a bit more, but its not finished yet.
  2. I added a window where you can assign roles (or jobs) to the employees that your hired in the base.
    1. You can compare them.
    2. You can fire them.
    3. You can assign them to different roles like "Pilot", "Explorer", "Medic", etc. Since your bipedal robot is so big, you'll need to fill different roles in order to perform different activities, and also be as efficient as possible.
    4. You can see which employee is assigned to each role and also if a role is empty.

This new features are not playable yet but I think they will be ready for next week.


(4 edits)

This week I have a playable version you can download:

  1. I finished working on the "employee hiring" window and the "employee management" window. You can can hire, fire, change roles, and compare candidates and employees.
    1. To hire employees, click the "Hire employees" button at the base (the screen at the beginning).
    2. To manage your employees and change their roles, click the button with the "person" silhouette at the bottom left of the screen.
  2. I also worked on the tooltips, they should appear less of them and be less confusing.
  3. The deadline tooltip when you hover the deadline at the top bar also is updated, now it displays the total amount of employees and their payments, that amount will be discounted on the next payment deadline.
    1. That means the more employees you have to pay for, the more money you need to keep you company alive.


Try it here: https://chrisibarra.itch.io/pec


This week, I changed some things that make the game more playable, so I'm interested in receiving your feedback.

  1. Changed the text of the introduction window to explain a bit better the objective of the game.
  2. Entities will only appear once seen by the field of view of the explorer.
  3. While you explore a sector: There is a radar that shows creature position in a sonar like manner.
  4. Fixed a bug where you moved to the same place you where shooting.
  5. Now you can see the population inside the base, and how many resources you need to extract to advance to the next population level.

Try it here: https://chrisibarra.itch.io/pec

This week I started working on procedural maps, so that exploring planet sectors can be more fun. I implemented perlin noise and cellular automata to create them, but its not playable yet since the explorer goes trough the walls instead of being stopped by them, that's why I won't upload nothing today.

You can see an initial implementation in the screenshot, the walls are the red tiles, which are placed proceduraly.

This week I had to re-do the movement of the explorer, so that the explorer could collide with the new walls, it works well with the new system but there are a few details to work on, like for example the creatures appear on top of walls and can go trough walls, so I'm not going to upload nothing this week until I can polish this part a little bit more.

After so much work, trial and error, learning, bug fixing, etc, I got path-finding to work: This means that the creatures in the sector will chase you and avoid walls at the same time.

That's the main improvement in this new version, sorry it took so long. At first I used a plugin called "navmeshplus", but that has problems with using "AI agents" inside scroll views (which is where I put the sector map previously), actually it appears all methods have problems with that.

Then I switched to "A* pathfinding project", and it has similar problems with using it inside scrollviews. So in the end I changed the way I display the sector map entirely, the effect is the same, but internal workings are different. Besides that, this is also new: Bugfix: now you can drag and drop the sector map while you move the explorer, that way you can see farther away more easely while you explore.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Fixed: the explorer moved randomly when shooting, now it moves normally.
  2. Fixed: you could drag the map while shooting which was a bit disorienting, now the camera stays still while you shoot.
  3. Fixed: when the explorer collided with a wall, he could not reach the destination you clicked, now the explorer reaches your intended destination even when he collides with a wall.
  4. Visually re-arranged the exploration screen so its a bit better experience.
  5. The movement of the explorer is now more precise: when you move to a tile, the explorer is not centered inside it, it stops exactly where you clicked.
  6. Destructables: I added new objects that can be destroyed to extract its resources. This makes the exploration a bit more fun since there are more things to do.
    1. Each object has its own “health” and has a specific explorer property that needs to be used in order to destroy it, the value of the property will determine the amount of damage it does to it.
      1. This is not displayed anywhere in this version but it will, in the near future.
    2. To extract its resources, just move near it, and then click it many times until you destroy it.

Try it here: https://chrisibarra.itch.io/pec/devlog/325815/new-destructables-are-harvestables

New this week:

  1. When you explore and click on a destructable object: Now you can see its health, and what property is used to destroy it. The higher the value of that property, the faster you can destroy it.
  2. No you can transfer items from many places, for example, you can transfer items between employees, or between your robot storage to the trash bin, and so on. You can do this from any screen of the game.
  3. Now you can sell items in the store inside the base:
    1. When you enter the store in the base, click the “buy or sell” button to switch between modes, and choose from what inventory to sell: you can sell items from an employee or the storage of your robot.

Try it here: https://chrisibarra.itch.io/pec/devlog/328265/sell-or-transfer-items-resources-t...

New in the previous week:

  1. Fixed: windows glitched visually when you opened more than one.
  2. Fixed: some bugs in the market and item transfer window.
  3. Fixed: when you clicked an icon, the square selected did not appear correctly.
  4. Fixed: the workshop did not read the resources you had in the robot storage.
  5. Fixed: now the game reads the employee you assigned as an explorer (in the role window) when exploring a sector.
  6. Changed the way planet tiles are placed, so that sectors are more interesting to explore and feel less random and chaotic.
  7. Added walls and pathfinding to the planet map.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Now there won't be things extremely close to the starting point when you explore a sector.
  2. Bullet hell experience: Added enemies that shoot bullets, there are many different types of shooting patterns: single, triple, 8 ways, and more modes coming.
  3. Enemy bullets can harm you so keep moving to evade them.
  4. Each biome has its own different type of shooting enemies with different shooting patterns.
  5. You can kill the shooters from very far away to avoid their bullets, for now, but that should change in future updates since leaving that as it is would make the bullet hell experience useless.

    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Made each job easier to finish.
  2. Now there are many bases in the planet, each one with its own features.
    1. Each one has its own jobs list.
      1. You can only deliver jobs in the base it was given.
    2. Each base offers different services.
    3. Each base owns a few sector now, you can see the owner of a sector if you click it, and then look at the sector info to the left.

      Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. When you explore a sector, now you can see all the resources of the base that owns that sector, that way its easier to know which structures you need to build to increase the population of that base.
  2. Now the resources in a single tile that are extracted with a building will dissapear, that is to not allow the same resource to be extracted by various buildings at the same time.
  3. Now the “Spaceport” button in the main base is enabled:
    1. In the near future you will be able to travel to different planets and galaxies.
    2. For now you can see that each planet has a different difficulty, and a fuel requirement to travel there.
    3. Click on “Show next galaxy” to create new planets.
  4. Service “Upgrades”:
    1. Inside the Spaceport window you can see a button that says “Upgrade”, each service of a base (spaceport, market, workshop, etc) will have this button:
      1. In this window you can upgrade various things, for example, the amount of fuel you have available to travel to different planets.
      2. You can buy this upgrades with the resources extracted with buildings. Remember that each base will have their own resources depending on where you construct buildings.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Finished the spaceport window, now it should work correctly:
    1. To travel to another planet you need to:
      1. Complete all the jobs of all the bases of the planet your are in.
      2. Upgrade the spaceport fuel to match the fuel of the planet you want to travel to.
  2. Entities: Balanced the amount of actions and their effects so its easier to make the decision whether to activate the action or not.
  3. Balanced the health of destructable objects so it takes a bit more work to extract their resources.
  4. Added smaller walls to the sector map to make it more varied and interesting to explore.
  5. Oxygen gets consumed faster so hurry up while you explore before it runs out.
  6. Known bugs:

1. New planets are not properly loaded.

2. Buying and selling items do not work properly.


Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added new tooltips to lots of places.
  2. Added new information when you click a sector in the planet map:
    1. You can see the biome of the sector you selected.
    2. You can see the entities that you already found on previous visited sectors of the same biome.
    3. You can see how many resources are left on the sector.
  3. Now you can shoot bullets by holding the right mouse button.
    1. I am preparing a new system to customize your weapons in various ways.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. New types of movements to the attackers: vertical, horizontal, diagonal, circular, random.
  2. Added a range to your weapon, so its not so easy to kill enemies from far away, you have to get closer to them if you want to kill them.
  3. Balanced the attacks of the shooting enemies.
  4. Added a visual fx when you kill a shooting attacker.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Explorer movement is more responsive now, making combat more enjoyable since you can move better to reach your enemies and avoid better the incoming bullets.
  2. Obstacles in the terrain are easier to evade, making exploration less frustrating.
  3. Added a border to the map on the exploration screen.
  4. If you double click you can make an evation roll to evade bullets, this makes combat more fun.
    1. Evading uses energy, if you run out of energy you cannot evade anymore.
  5. Added a visual indicator to indicate where the explorer is moving to.
  6. Added icons to the "base resources" in the base screen and the sector screen.
  7. Added targets to some sectors to make them objectives in the near future.

    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I created a new type of enemy that makes exploration more interesting, its smaller, and has much less health than the bigger enemies, make it it quicker to kill.
    1. In the near future it will attack from a short distance.
  2. I added a hive in the "target sectors", in the future you will have to destroy that hive in order to complete the objective of the sector (it won't be easy though).

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I implemented a weapon recoil system: each time you shoot, the crosshair moves to a new place, you have to move the mouse pointer to have more accuracy. This makes shooting more fun.
  2. New visual fx for shooting bullets that hit the floor.
  3. Small attackers can hurt the explorer when they reach him.
  4. Hives appear inside the marked sectors of the planet map.
  5. Waves of enemies appear when you find a hive inside a sector. You have to survive the enemy swarm and destroy the hive to make them stop coming.
    1. Destroying the hive will complete the objective of the sector.
    2. The sector changes graphic to show it was complete.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Changed the weapon recoil system to feel less random, now you can have more control where you aim.
  2. Now, to travel to a new planet, you have to:
    1. Complete all the jobs on all the bases.
    2. Complete all the objectives in all the marked sectors of the planet (destroy all hives).
    3. Have enough fuel.
  3. Fixed a bug that did not allow to use the base services the second time you entered a base.
  4. Fixed a bug that made the bullets not be destroyed.
  5. Added a new animation for the enemy bullets.
  6. I started work on the research laboratory window: in the near future you will be able to unlock technologies by researching the resources you gather, to create items and upgrade your robot and employees.


    Try it here: https://chrisibarra.itch.io/pec
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