▶
Dev update November 2023
This month I focused mostly on the development of the map editor and I managed to get a first working version that can be used to create, edit, load and save a map. Everything is still a bit rough and it will require many little improvements before it can be used by others, but it's usable enough for my development needs, so I am happy with what I achieved so far. Now let me show you all the current features in detail. A core feature of every editor is placing objects on a map. This can be done here after selecting the wanted object from a dedicated panel:
Every time you add an object to a map the cells underneath and around it are automatically updated to reflect the proper type. Objects that have multiple variants, like mountains or trees, are also procedurally randomized to add more variety to the scene. It is also possible to edit every single object when selecting it:
This allows to fine-tune the elements on a map in case you're not happy with the current randomization. Something less visual, but very important is the capacity to load and save map files:
Right now the editor is operating on a single, hardcoded file, but as I said I'll be the only one using it for a while, so it's not a big issue. All this combined will allow me to create maps in the editor and to use them in game. Also from now on it will be fairly easy to add new features as all the basics are already covered. Someone might argue that it would have been better to spend more time on the game as it's not finished yet, but the map editor had to be done anyway and it's always been extremely frustrating to postpone other changes because I didn't want to waste hours updating the existing maps manually with a text editor... so here it is! Another important reason for working on the editor is that to get everything done I was forced to sort out some tech debt the project has been carrying on for a long time, that's where 3 weeks of work went into. Even if it's not been fun, it was very needed and it will help any further development.
- New map file format to support all the changes and new features - New structure dialog shows structures grouped by category - Units move along the conquest path while conquering cells (as they used to do) and along the planned design path while building walls - A few fixes and improvements in SGL, the game library which is the tech core of Virtueror - Updated code of the open source repository on GitHub to the latest changes. The latest commit that made it into this update is number 1545. From now on I will report the new number on every update to keep track of much (coding) work I manage to do in a single month. Also keep in mind that this number is the sum of the commits of Virtueror and SGL (the game library I created for it), as they are pretty tightly coupled at the moment and there's no reason to consider them separately.
For next month I will probably focus on gameplay, game UI and AI development, something that's been neglected for too long. I think an achievable and very useful goal is to implement some basic game end, that will allow to complete a map when playing to conquer it. Other things will be decided in the next few weeks. Hopefully I'll be able to release a new alpha build at the end of December and if all goes well you can think about it like a late Christmas present. Do you think I'll manage to put enough work for a new release in the next 31 days? The only way to find out is to follow the development and the best way to do it is joining the official Discord server of Virtueror.
If you enjoyed this update and if you want to support Virtueror make sure to wishlist and to follow it. Thanks and see you in a month with a new update! https://store.steampowered.com/app/1607580/Virtueror_The_Virtual_Conqueror/
[ 2023-11-30 16:16:56 CET ] [ Original post ]
If you have been following this project in the past year you might know that once again I had to put it on hold... but once again I came back to the active development and the good news is that for a while I'll keep working (almost) full time on it! Anyway, enough said about that, let's focus on what I did during the month of November 2023.
Long life to the Map Editor!
This month I focused mostly on the development of the map editor and I managed to get a first working version that can be used to create, edit, load and save a map. Everything is still a bit rough and it will require many little improvements before it can be used by others, but it's usable enough for my development needs, so I am happy with what I achieved so far. Now let me show you all the current features in detail. A core feature of every editor is placing objects on a map. This can be done here after selecting the wanted object from a dedicated panel:
Every time you add an object to a map the cells underneath and around it are automatically updated to reflect the proper type. Objects that have multiple variants, like mountains or trees, are also procedurally randomized to add more variety to the scene. It is also possible to edit every single object when selecting it:
This allows to fine-tune the elements on a map in case you're not happy with the current randomization. Something less visual, but very important is the capacity to load and save map files:
Right now the editor is operating on a single, hardcoded file, but as I said I'll be the only one using it for a while, so it's not a big issue. All this combined will allow me to create maps in the editor and to use them in game. Also from now on it will be fairly easy to add new features as all the basics are already covered. Someone might argue that it would have been better to spend more time on the game as it's not finished yet, but the map editor had to be done anyway and it's always been extremely frustrating to postpone other changes because I didn't want to waste hours updating the existing maps manually with a text editor... so here it is! Another important reason for working on the editor is that to get everything done I was forced to sort out some tech debt the project has been carrying on for a long time, that's where 3 weeks of work went into. Even if it's not been fun, it was very needed and it will help any further development.
Minor updates
- New map file format to support all the changes and new features - New structure dialog shows structures grouped by category - Units move along the conquest path while conquering cells (as they used to do) and along the planned design path while building walls - A few fixes and improvements in SGL, the game library which is the tech core of Virtueror - Updated code of the open source repository on GitHub to the latest changes. The latest commit that made it into this update is number 1545. From now on I will report the new number on every update to keep track of much (coding) work I manage to do in a single month. Also keep in mind that this number is the sum of the commits of Virtueror and SGL (the game library I created for it), as they are pretty tightly coupled at the moment and there's no reason to consider them separately.
What's next
For next month I will probably focus on gameplay, game UI and AI development, something that's been neglected for too long. I think an achievable and very useful goal is to implement some basic game end, that will allow to complete a map when playing to conquer it. Other things will be decided in the next few weeks. Hopefully I'll be able to release a new alpha build at the end of December and if all goes well you can think about it like a late Christmas present. Do you think I'll manage to put enough work for a new release in the next 31 days? The only way to find out is to follow the development and the best way to do it is joining the official Discord server of Virtueror.
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 in a month with a new update! https://store.steampowered.com/app/1607580/Virtueror_The_Virtual_Conqueror/
[ 2023-11-30 16:16:56 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
GAMEBILLET
[ 6138 ]
GAMERSGATE
[ 3458 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB