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Hey everyone.
Its been two months since my last update, but thats not because I havent been making progress, but quite the opposite. Ive been working fulltime on Orions End for the last two months and have been so deep in it that Ive found it hard to stop working on the game long enough to write a devlog or even post much on social media. But, I think its about time I gave some kind of update. So, this is what Ive been working on over the last two months.
Ship Design
Orions End was originally going to have a static spaceship as your home, with a customisable living quarters and upgradable engines, weapons, shields etc. However, I do love the idea of having even more freedom than that. So, I commenced work on a whole ship design feature. Everyone starts with a set ship, but then you have the ability to customise the structure of the ship any way you like.
Open World Areas on Planets
I like having a handcrafted settlement where you land on a planet, with familiar faces and locations and the services you need to do whatever role you choose to take in the universe. However, I also want the ability to go adventuring in a large open world to mine for resources, hunt outlaws, harvest plants, or to fulfill quests. So, Ive been working on a system that allows you to explore the planet beyond the landing zone. This will use a combination of handcrafted and procedurally generated content. I want to find the right balance, because I know the limitations that full procedurally generated content has, but as I am working mostly solo and I want to complete the game at some stage, I need to streamline the process somehow. A certain amount of procedurally generated content is my solution.
Every NPC Unique and Interactable
In December I spent quite a bit of time working on the character system. Originally in the code, the players character was a separate object to the NPCs. As I started to think more about recruiting crew for your ship, I realised how necessary it was for the NPCs and player character to be exactly the same object with exactly the same features. This will even allow the player to take direct control of a crew member and go exploring as that character, or swap between characters to complete more strategic missions.
I also improved the art and animation for the characters, have created multiple body builds/genders, and created a system that allows for changes of clothing to be reflected on characters in game.
Originally, only a handful of NPC were special. All of the others were texture for the world, creating crowds that would move around randomly and react to your actions in a minimal fashion (run away from you if you become violent). But that was never the ideal plan, and Ive now started work on a deeper NPC system. Now, because they are all essentially the same as the player character, they all have their own name, portrait, clothing, likes, dislikes etc. Next, they will have their own homes and daily routines. Eventually, the player will be able to befriend any NPC in much the same way that a special NPC can. I hope to even give them procedurally generated quests. However, special NPCs will always have their unique and handcrafted portraits, quests, stories.
Creatures
Improving combat is something I will be working on soon, and is going to be a huge milestone in gameplay. Before that can happen, I need more things to actually fight. In the past few days, Ive started working on creatures to populate the wilds of the planets. These are simple herbivores at the moment, and theres only a few types while I work on the code. Eventually, there will be a procedural system that will generate a larger variety of creatures and behaviour, but Ill update that as time goes on. Again, finding the right balance of proc gen and handcrafting is soooo important.
Accessibility
Providing accessibility options is very important to me, and its something that may require a lot of tweaking to get right, but Im ready and willing to make whatever changes are needed to make the game as accessible as possible while retaining the core experience planned for the game.
Ive rewritten the controls code ready to allow for key/button player customisation. The customisation screen itself will come a little later, but its important that the nuts and bolt are in place now.
Ive also started implementing the mouse control for the game. This is a major change to how the game can be played, but also opens up new opportunities. The characters can be controlled by keyboard or controller in a standard action style, or they can be controlled in a point and click manner with a mouse. However, this could make combat for mouse control a bit of a challenge especially when considering accessibility factors. So, Im also implementing an action/pause system. The plan is that gameplay can be paused to allow the player to target enemies or given commands using the mouse (or other control methods) and when unpaused, the character will perform the attacks, actions or movements. This is a work in progress, but I envision some really cool scenarios where this could be useful, such as planning a heist and swapping between different crew members as they do their part of the action.
Ive also created a new font, that I believe is a lot easier to read than the original one.
Whats Next?
The next thing Ill be working on is combat on planet and in space. This will involve creating new spaceship designs, creature designs, and new NPC/creature intelligence code. Im sure that Ill find prerequisites I need to complete first or discover branching features that will tempt me away from this as I work on them nothing is ever straight forward.
Best wishes to everyone, and be safe out there in the space lanes.
Dave
[ 2025-01-30 02:36:02 CET ] [ Original post ]
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However, you won’t want to spend your whole time in space. There are planets to explore, each with their own residents who you can do jobs for or even befriend. Some of these people might even have the right skills to help you crew your ship and complement your own skills.
How you choose to live your life is up to you. Be a hero, a rogue or a reputable businessperson. Whatever your choice, the stars will hold adventures aplenty.
SPACEWARD HO
There are twenty systems to travel to. Each one with its own economy and risk level. Warp between systems and traverse the sometimes dangerous path to the systems space port - which can be either planetside or on a space station orbiting a less hospitable planet. Prepare to defend yourself against pirates, especially in the riskier but more lucrative systems. On the other hand, if you engage in piracy yourself, prepare to have the added challenge of the local police ships who will happily put an end to your illegal activities. Additionally, most systems also have an asteroid belt that needs to be successfully navigated through (never tell me the odds).
PLANETSIDE
While on the planets or on board the space stations, you can buy and sell commodities, refuel, or repair and upgrade your ship. But there's more to do than that. There are many residents who have their own stories to be explored. You can talk to them, do quests for them, or give them gifts - all of which will progress (or perhaps regress) your relationships with the characters. You might even make a special friend - or maybe even one in every port. It's up to you.
Each settlement has unique activities to undertake. You might be able to buy rare goods, or engage in gambling, or did someone say "cat racing"?
There are also some additional locations on some planets, giving you an opportunity to have further adventures: old ruins, bandit camps, etc. You need to learn about these locations through talking to residents, doing quests or exploring the space ports.
HOME IS WHERE YOUR SHIP IS
Your ship is your home. You can upgrade some of the systems to get better combat performance, or speed, but it is your only ship. You wouldn't trade it for all the coffee on Ryser. However, you have your living quarters on board, which you can customise to suit your style. Collect various decorations and artefacts, or a new bed. Make your home the comfiest place for you.
ECONOMY
The economy within the system is simple but dynamic. Events beyond your control can have a temporary impact on the prices in a system. A pandemic on one planet may cause a increased demand for medical supplies, while a recession on a high tech planet could cause cheap prices for their manufactured medical supplies. You can take advantage of the situation and ferry supplies between these two planets. But these conditions are only temporary so you need to act fast.
THE OUTER REGIONS
The outer regions of each system are worth exploring too, but it is a gamble. You might find valuable resources to mine, or an old wreckage of a cruiser to explore, but be casreful, because you could just easily find yourself in an ambush by pirates.
CHARACTER CUSTOMISATION
The player character is completely customisable, with their custom portrait appearing during dialogue sequences in the game. You can customise their face, skin, hair, nose, mouth, eyes and other features.
GAMEPLAY
The gameplay in Orion's End is designed to be very diverse but uncomplicated, incorporating gameplay from retro games but with with more modern influences. Shoot 'em up gameplay in space, and shoot outs on planets. Minigames at settlements, and life sim social encounters with the local residents. All of the mechanics are designed to be simple enough to just pick up and play. There's no steep learning curves or complicated systems. There are lots of things to do, but not all of them are necessary to enjoy the game. Do what you enjoy doing most.
- OS: Linux Mint 20.3
- Processor: Intel Pentium Dual T3200Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel Mobile GM965/GL960 Integrated Graphics
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