Week 2 Down!
I was originally planning to write devlogs every day that I worked on the game, but I was busy and didn't get enough done in a single day to be interesting. Rather I am writing longer posts about what I accomplished each week.
- Cargo System -
The inside of the ship actually has things to do, during the week I managed to make an inventory system for the ship. I am hoping that a resident evil style inventory system adds depth to the bootlegging theme by making hiding products important. I currently have 7 different types of items that will take up space inside the storage bay, each with its own importance and ideal storage spot.
Crate:
Will take up 4 slots in the main storage area but will give 2 to 3 extra storage slots that will hide items from enemy scans.
Shelf:
Will take up 2 slots in storage but will provide 4 slots of extra storage which gives a small amount of protection from scans. Allows the ship to be upgraded in a way.
Fuel:
Will take up 2 slots and will be automatically used when the ship runs out of fuel.
Rations:
Takes up only 1 slot in storage and will be used when the players food level gets to low. Running out of food will cause bad events to happen and having extra food can help increase mental sanity. Can also be used to craft extra product.
Repair Kit:
Can be used to repair then engine if it gets destroyed in an event.
Package:
Is a required parts of some mission and can not be removed from storage until the mission is completed.
Product:
Whenever I say product, I mean booze (would it really be bootlegging if it wasn't?). Product takes up one storage slot but will cause lots of trouble if not hidden when the ship is scanned.
The cargo inventory in general took a large amount of time to get right but I have a working system that supports different sized items and even lets you rotates products that are non-square
- Consoles -
As I said earlier the ship is slightly less useless now because I added consoles to it! There are currently two functional consoles: one opens the cargo inventory, one opens the navigation map
- Navigation Map -
Did I say navigation map? Yes I did, because I took the galaxy I created last week and made it so you can travel between the solar systems (well you can press a button that says you did and it will update the position, it is not full implemented yet). Better yet, you can switch between multiple missions using a handy mission tabs that will calculate a new path so that you have a full adventure navigating between various "wacky" and "unique" star systems (It is procedurally generated after all).
- Plans -
The next week I'm hoping to be less busy and to be in a place to make real progress. I hope to finish off the storage system by adding the additional storage for the crate and the shelves as well as adding a system to actually add various items to the storage. Other than that I am getting ready to make the engine and the crafting consoles (they are not terribly complicated). Before finally moving on to tackle the final huge component, the random events system / the communication console.
Stay safe and watch out for scams (I almost got scammed this morning),
See you in the next Devlog.
Ponder The Void
A smuggler's worst nightmare is to Ponder The Void
More posts
- Week 4Mar 26, 2023
- Week 3...Mar 20, 2023
- Devlog StartMar 05, 2023
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