← Return to Planetary Exploration Company
Devlog
- July 11, 2022 by Christian Ibarra1#exploration, #roguelike, #roguelite, #space, #planet, #map, #biome, #terrain, #tilesNEW stuff: New: map sector size changes depending on its danger level: lower danger means smaller area, higher danger means bigger area. Improved : the sectors with lower danger levels have more resou... Continue reading
- June 27, 2022 by Christian Ibarra1#fog, #of, #war, #biome, #walls, #powerups, #sectors, #exploration, #smootherNew this week: Fixed: You could open a powerup box window more than once if you clicked it many times, now you can only open it once. Fixed: each time you clicked a powerup box, you got different powe... Continue reading
- May 13, 2022 by Christian Ibarra1#vampire survivors, #roguelite, #combat, #arpg, #action, #explore, #grenade, #mine, #freeze, #iceNew this week: Polished the melee weapon , now its an animated punch. Added new weapons: Mine that freezes enemies. You can upgrade its size, freeze time and rate of fire. Defence drone that surrounds... Continue reading
- April 16, 2022 by Christian Ibarra2#playable, #alpha, #exploration, #crafting, #tutorial, #shmup, #arpg, #simulatorThis update is important because players can see and have a better understanding of all the most important features of the game, some of them don't work perfectly yet, but you can have a better idea o... Continue reading
- April 08, 2022 by Christian Ibarra1#technology, #unlock, #new, #news, #refinery, #workshop, #craftingI re-worked the crafting system used inside the bases, it works fine now, although its not completely finished. The "Refinery", "Workshop", and "Research labs" are working, and you have a few options... Continue reading
- March 25, 2022 by Christian Ibarra1#exploration, #planet, #hive, #bullet hell, #target, #complete, #jobs, #taskNew this week: 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. Ne... Continue reading
- January 14, 2022 by Christian Ibarra1#bullet hell, #bullet, #enemy, #evade, #avoid, #explore, #biomeNew this week: Now there won't be things extremely close to the starting point when you explore a sector. Bullet hell experience: Added enemies that shoot bullets, there are many different types of sh... Continue reading
- January 03, 2022 by Christian Ibarra2#pathfinding, #map, #planet, #tiles, #terrain, #exploration, #perlin noiseNew in the previous week: Fixed: windows glitched visually when you opened more than one. Fixed: some bugs in the market and item transfer window. Fixed: when you clicked an icon, the square selected... Continue reading
- December 17, 2021 by Christian Ibarra1#destroy, #extract, #destructible, #resource, #click, #arpg, #actionNew this week: Fixed: the explorer moved randomly when shooting, now it moves normally. Fixed: you could drag the map while shooting which was a bit disorienting, now the camera stays still while you... Continue reading
- November 05, 2021 by Christian Ibarra#roles, #managment, #money, #payment, #deadline, #windows, #buttonsThis week I have a playable version you can download: I finished working on the "employee hiring" window and the "employee management" window. You can can hire, fire, change roles, and compare candida... Continue reading
- October 06, 2021 by Christian Ibarra1#events, #system, #story, #comic, #strip, #actions, #decition, #optionsNew things this week: Added requirements for building: you won't be able to build something if you don't have the required resources. The required resources will be consumed once the building is finis... Continue reading
- September 17, 2021 by Christian Ibarra#resources, #exploration, #store, #base, #oxygenThis week: There is a new item Store on the base!. If you run out of oxygen or other common resources, you can buy them at the store at the base. Just be careful not to run out of money!. There are ne... Continue reading
- September 10, 2021 by Christian Ibarra1#map, #terrain, #jobs, #deliveries, #sources, #robot, #mecha, #exploration, #planet, #sectorThis week I worked on: Bullets no longer stick to the robot. Added a new continual effect when the explorer steps on a terrain, giving more variety to the terrains. Now the speed of travel is calculat... Continue reading
- September 03, 2021 by Christian Ibarra#robot, #mecha, #transport, #ladder, #exploration, #news, #notification, #tooltipAdded “news notification” pop-ups on the “planet map” screen. When an event happens, for example a deadline arrives, a pop-up appears so you don't miss it. Fixed dead creatures that revived wh... Continue reading
- August 26, 2021 by Christian Ibarra#design, #decision, #diagram, #technique, #tool, #ideaUntil now, I have been designing my mechanics with a type of diagram that goes from node to node (like the diagram below), that way I can analyze the player experience in a step by step manner. The ba... Continue reading
- August 20, 2021 by Christian Ibarra#UI, #tooltips, #action, #gui, #requirementsThis week: Added a more immediate way to see your health, oxygen and energy, since they are so crucial to stay alive while you explore. Now you can see big bars of different colors next to the explore... Continue reading
- July 03, 2021 by Christian Ibarra1#game design, #diagrams, #exploration, #space-sim, #management, #designOne of the most important things I've learned is to be honest on how much fun I'm having with my own games, not as a game developer, but as a player. Because if I'm not having fun with my own game, pr... Continue reading
- June 25, 2021 by Christian Ibarra1#space, #space-sim, #manager, #planet, #biome, #map, #explore, #managementHere's what I worked on this week: The map state is saved (to memory, not disk). The robot position is saved. The entities that you find on each sector is saved. The actions that you apply to the enti... Continue reading