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Development update January 2022
Most of the work this month went into the implementation of the new dialog to create new elements in game which I introduced last month. Implementing the dialog didn't take too much time, but before doing that I had to implement a new unified stats system for units and structures and I had to change several things in the existing code that handles how new elements are created. The dialog itself went through several revisions and improvements. For reference, this is the initial mock-up I posted in the previous update:
And this is how the dialog looks in game now:
The new version of the dialog can show an extra element, it has room for more attributes, all elements have a title and a description and colors are used to highlight what resources are sufficient and what are in need.
Now it's possible to build solar panels that, once connected to your base, generate energy.
A solar panel occupies a single cell of the map, but you can build and chain many of them to increase your production.
I added 4 new structures that act as storage units for the different types of resources. Once connected to your base it's possible to accumulate a bigger quantity of the corresponding resource.
As for the solar panels, each structure occupies a single cell, buy it's possible to link and group together several of them like showed in the image above.
The spiky rocks you might have seen in older posts or screenshots, have been replaced by mountains, which I believe fit much better the style and the scale of the other graphics.
I am not planning to use the old rocks from now on, but maybe I will introduce a revisited version later.
During this month I also worked on many minor improvements and fixes. Some of the most noticeable are: - Rendering optimization that limits the part of the map rendered for better performance. - A new loading screen used to pre-load resources when the game is launched. - A brand new, bigger, 80x80 map. - New screenshots for the Steam page of the game. - Game source code in the GitHub repository is now updated to the latest changes.
February is going to be the first full month that I will be able to dedicate to the development since I restarted to work on this project last December. I might spend a good chunk of the upcoming weeks on the creation of a first version of the level editor, which will be fully integrated in the game. I said "I might" because I am also thinking about implementing some sort of procedural generation for the maps. Something like that would make the editor less important for now. Soon I will probably post a poll in the Discord server of the game soon, to check what people would prefer. Make sure to join today if you want to vote for it. Other features I would like to work on this month are a new, improved way to build walls and conquer cells and maybe upgrades of units and structures.
If you enjoyed this update and if you want to support Virtueror make sure to wishlist and to follow it. Thanks and see you next month with a new update! https://store.steampowered.com/app/1607580/Virtueror_The_Virtual_Conqueror/
[ 2022-02-01 14:19:53 CET ] [ Original post ]
In January I could only work on Virtueror from the 11th, but I have been pretty productive since then and the results of all that work are here for you to see.
New dialog to create units and structures
Most of the work this month went into the implementation of the new dialog to create new elements in game which I introduced last month. Implementing the dialog didn't take too much time, but before doing that I had to implement a new unified stats system for units and structures and I had to change several things in the existing code that handles how new elements are created. The dialog itself went through several revisions and improvements. For reference, this is the initial mock-up I posted in the previous update:
And this is how the dialog looks in game now:
The new version of the dialog can show an extra element, it has room for more attributes, all elements have a title and a description and colors are used to highlight what resources are sufficient and what are in need.
New structure: solar panels
Now it's possible to build solar panels that, once connected to your base, generate energy.
A solar panel occupies a single cell of the map, but you can build and chain many of them to increase your production.
New structure: storage units
I added 4 new structures that act as storage units for the different types of resources. Once connected to your base it's possible to accumulate a bigger quantity of the corresponding resource.
As for the solar panels, each structure occupies a single cell, buy it's possible to link and group together several of them like showed in the image above.
New scene element: mountains
The spiky rocks you might have seen in older posts or screenshots, have been replaced by mountains, which I believe fit much better the style and the scale of the other graphics.
I am not planning to use the old rocks from now on, but maybe I will introduce a revisited version later.
Minor updates
During this month I also worked on many minor improvements and fixes. Some of the most noticeable are: - Rendering optimization that limits the part of the map rendered for better performance. - A new loading screen used to pre-load resources when the game is launched. - A brand new, bigger, 80x80 map. - New screenshots for the Steam page of the game. - Game source code in the GitHub repository is now updated to the latest changes.
What's next
February is going to be the first full month that I will be able to dedicate to the development since I restarted to work on this project last December. I might spend a good chunk of the upcoming weeks on the creation of a first version of the level editor, which will be fully integrated in the game. I said "I might" because I am also thinking about implementing some sort of procedural generation for the maps. Something like that would make the editor less important for now. Soon I will probably post a poll in the Discord server of the game soon, to check what people would prefer. Make sure to join today if you want to vote for it. Other features I would like to work on this month are a new, improved way to build walls and conquer cells and maybe upgrades of units and structures.
Support this game, wishlist and follow!
If you enjoyed this update and if you want to support Virtueror make sure to wishlist and to follow it. Thanks and see you next month with a new update! https://store.steampowered.com/app/1607580/Virtueror_The_Virtual_Conqueror/
[ 2022-02-01 14:19:53 CET ] [ Original post ]
Virtueror - The Virtual Conqueror
Vivaladev
Developer
Vivaladev
Publisher
when all your base are belong to us
Release
Game News Posts:
16
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
Virtueror is an RTS with 4x and RPG elements. Your mission is to conquer new worlds and to extend your domain over the whole galaxy. Build your base, command your units, gather resources, set up defenses and crush anyone challenging you. Have no mercy and the universe will be yours!
Game mechanics
These are some of the main game mechanics you will find in Virtueror:Set up defenses
You can create perimeter walls and defensive towers to protect your base and your resources. Then you can upgrade and improve them to be even safer from your enemies.
Mine resources
To mine resources in Virtueror you need to take control of generators with your units and then you need to conquer enough cells to create a path between your base and the structure you want to mine.
Explore new worlds
Every map is constantly covered by Fog Of War and you need to explore with your units and to expand your territory to find out what's hiding in the dark.
Build your base
Build new structures and conquer existing ones to expand your domains and to get access to new and different technologies and abilities.
Grow your army
Create and upgrade your units with better weapons and special abilities to prevail on your enemies.
More mechanics will be announced and added to this list as the development moves forward.
Main Features
- Clean and easy to use User Interface.
- Modern isometric graphics with a retro vibe.
- Mix of strategy, 4x and RPG mechanics
- Your strategic choices matter
- Improve and upgrade your units like in an RPG
Active development
This game is still in early stage of development, but it's constantly making new progress and here you will find detailed updates posted every month.Make sure to wishlist and follow this game to not miss them.
MINIMAL SETUP
- OS: Ubuntu 16.04 or compatible
- Processor: Dual-core 2.0 GHz
- Graphics: OpenGL 3.0 support or better
- Storage: 200 MB available space
- OS: Ubuntu 20.04 or compatible
- Processor: Dual-core 3.0 GHz
- Graphics: OpenGL 4.0 support or better
- Storage: 200 MB available space
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