The title says it all, now that i have most of the npc stuff out of the way, a good idea of how the new character creation is in place. I want to make the station proc-gen. I'm currently working on a sector based idea where the sectors (on a small station) will generate on different sides of the station. to give a little bit of ranomocity. I dont want to say much because i might have to stick to the basics on release and revisit the idea at a later point.... Just know these couple days have been fun to say the least .......... i cant show anything because code and error messages dont make for good screenshots or really show any progress but i will explain how i want the station to be structured.
I cut the station into sectors - habitat, medical, market, and hangars (there is a warehouse sector but its basically just another hangar.
the medical bay has exam rooms as well as a waiting area and lab.
the habitat sector has a random amount of apartments / living quarters
the hangar is a large open room with an office
The market - a few rooms depending on how many shops are on the station as well as an administrations office.
the player on larger stations will take a lift / elevator or stairs between floors.
I'll report back in when i have something to show >.<
RandomGameFun
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Continued to work on the npcs, there clothed now, they die and drop what they have. This is a rough screenshot of the test room but it does the justice.

The npcs have weapons as well, if they see any pests they may shoot them if they are armed and a much much later i plan to have them clean up the station as part of there ai. This could hook into station invasion as well if the player does so wish. The character creation and npcs are nearly done for there first and a half revision, remember thus far all the development has been to make things functional and get them in the game. all the player creation sprites, splitting them, importing them i ran into an alignment issue from the slice tool i used. costed me quite some time and i wish i had just manually imported all the sprites rather then trying to save some time..... but I finally got through them all, something around 240 individual sprites. >.<
the idea is you will be able to walk around on and participate on station activities when you find one, and you have the rep for the orginization, in turn there will be random space encounters with lost / forgotten stations. so the idea is to have on station armor / clothes, off station armor / clothes. the off station clothes / armor might have hydrogen packs for zero g movement (on stations or in space. This leaves the armor and clothes amount needed to quite a bit. I want to have civilian clothes as well as station authority clothes and armor. This same idea i want to apply to weapons as well, I dont want the tech to be too insane honestly i loved the aethstetic of the old fallout games, if you put that tech in space that could be cool. all the old dials, terminals, etc.
I could go on all day about ideas i want for the game, but this pretty much narrows down what i need to get the idea accross on what to expect on the stations. I havent actually got much in game lore done yet, i haven't sat down and actually thought about in world things like culture, politics, how they live other then the main story line. Honestly i have a vague idea on that but its more likea punch line? I know i want aliens waring and you can either help them war and make tons or you can join the Unity and bring them together. My original thought was to have a rogue like proc-gen galaxy (a few systems ( one to five planets)) and let the player explore them.
My idea is you help the station and save enough money to get your own ship ( this requiring a pilots license in the system your in.), this way you will have the rep and license to fly in the system you spawn in. Now that you have your own ship you can do missions or explore the system making larger amounts of money to buy a new ship, joining the unity will get you plenty of jobs to do this as well as give you licenses in other systems right out of the gate.). in space you will be able to mine astroids, save trade ships. The ship will become your bank with storage and if its big enough you will be able to walk around the ship. As soon as you can upgrade your ship you can recruit people to your crew / squad, they will help you in these forgotten / abandoned stations.
i have a few instances planned for the abandoned stations, these are just some things that can spawn in the stations. Alien infestation, in these statsion you have to go in and kill the nests before you can safely explore. nests will spawn more aliens and they grow, infant, baby, mid, and adult gradually getting harder as they grow so the faster you and your squad kills them the better. Another instance i thought of is the pandemic stations, these stations were took over by bacteria from bad air scrubbers ( the things that recycles the air). you have to have a special helmet otherwise you cant stay on the station long before the bacteria sets in and slowly kills you. the people the bacteria takes over controls them similar to zombies. There will also be other mechanics as well like no gravity where you will have to bounce from wall to wall to navigate the station. no oxygen, where your space suit quality could keep you out longer. I thought about having a way of repairing the stations systems to restore these but thats so far into the future i dont want to over plan these things.
Planets was another thing that i have slightly thought about, exploring planets would be great, harvesting resources from planets and bringing them to sell at the stations could be great income. I'm not sure how they will work yet however becuase thats further down the road then space and stations.
there is some idea of the things that i want to do with the game, a little of what to expect.
1.station beta - work up to get your ship
2.space beta - work in space and make money
3.story elements - once the station and space are done the story, quests, and other things for the unity will start.
So i was working on some bags today, to see how they looked i put them together in the sprite software. I wasnt mad at how they turned out and it dont seem like programming them (picking up / dropping them) wont be hard at all after the armor / helm and gear stand. I'll put some screenshots of the mock up.
that is the biggest bag with the machine gun equipped. (i put in the other two guns yesterday and got them working as well. I'll post some pics of them at the end.) I wasnt sure if i wanted the gun between the player and the bag sprite but i figured if i can get this much done then i could change our depths later.

I have three bags, the sack, the bookbag, and the metal hulk bag. I haven't desided yet on ther slots since right now there isnt much cause for the bag. I added some pests that spawn in the high garbage areas, and they drop meat and bones etc that you can throw in the garbage composter, maybe i can stack them up in a bag for quests or something. later there will be use for it but for now there isnt much >,>
(ill post some pictures of the enemies next.)
So i wanted a pest type of minigame / problem on the stations, so i created a rat, snake, and a roach type enemy with there own loot items. meat (raw / cooked), two different types of small bones.

There is only a small chance of them spawning and later when i get the quest system and dialog system connected it will trigger a quest to kill them.


the weapons right now dont require ammo, but they will soon. I wanted a system that you would have to have weapon magazines, load the magazines manually some how, then you could also store this ammo / magazines in your bag, and we will have it later.


Other then working on a character creation screen

It looks kinda rough right now but its coming along, there will be three different hair styles to begin with in three different colors. on release of the beta the azurin will be unlockable and playable but ive been planning on some other races as well.

up until now, ive been developing the station. I'm getting close to being done with it and i can finally start working on space, im not sure what ship sprites im going to use, i know i was thinking about using dkproductions's ships however the style and coloring dont go that well. I'm not sure if ive shown this or not but here is a look for yourself.

I'll be using them until i make my own since there are sooo many and his ships look great i just wish they fit my games style a little better. Anyways, thats what ive been working on. progress is slow going :D but its going.
EDIT: I've also been working on getting the npc's as well. the character creation is part of that.

soooooooo many hairs, i wanted beards as well as makeups, imma guy and couldnt get the make up to look quite right though..... i wont show that until i get something that works. working on all this at once and i haven't even begun working on the sound..... I dred that part......
I'm still working on the game, just with work nad other things, i had to work over the road for a good while. There is alot going on but development is till going. I actually lost the newest game files due to some other issues and had to pick up an older version to continue development..... I dont have any visuals to show, but jsut know the project continues!
edit - i was working on an android race and this put me in the mind of a specific enemy. the android i was working on a playable race but as an enemy trying to merge everything lol. why not.

there is a picture of the text boxes as well for the dialog
Starting off with today I wanted to get the dialog system functional, and that's what I did
So the next thing i did was play with some new tactical suits.

I'm not sure where I'm going to go from here, there is a lot of things that are functional, alot of art I need to make, as well as sound effects that needs made. I did work on some title screen music I'll post it at some point before I release the demo.
I worked on sounds most of the day, I don't normally do anything in the sound department but I made a few sounds for the title and the station as well as got some random background sounds to play randomly. (I don't know how much i like the random sounds however...). This lead me into making the sound settings for later when I work on the settings menu. I quickly found my logic was very flawed when The station sound was being played every time my alarm went off nearly locking up my computer. So That has been an adventure, I worked on that for some time until I finally got the sound working and moved on. I wasn't sure what I wanted to do next, so i sat staring blankly at the monstrosity of the project and what it has became.
I'm hoping today will be a pretty productive day, so I have a list of things that I worked on or done.
1. finished the menu system - you can now un-equip gear from the menu system(armor and helm)
2. fixed a bug with the weapon depth, and drawing weapon based information when not supposed to
3. started on npc generation - trying to remember to make any system kind of modular sucks, just having an idea of how you want things to work isn't enough. you have to make the code as modular as possible so you know what "properties" you will need later. So in my case I have npc stats, which don't really have anything to do with character generation but later for the combat system we will need these things already in there so i threw that together so I could refer to them. Race is what desides how the object should look. So I made a way of changing the race with the player character, most of the code for how the player looks, and reacts to input will work with the npc's, definantly saving some time there. digging into the npc's at first i collected averything from the player
So another note, when your working with INTEGERS and FLOATS remember when you say something like
variable = random(number) // this will give float in gamemaker
variable = irandom(number) // this will give integer in gamemaker
if variable == 0{
}else if variable == 1{
}
this caught me up for a couple hours be cause the number was .49 rather then 1 or 0. It wasn't until I debugged everything down to drawing the variables out that i realized what was going on. So after so many hours of coding it's not a bad idea to take a break...... >_< .

Notice how the heads are wrong, lol, this was a problem immediately after so again, deep diving into the code to see why things were backwards. I have now fixed the races in the game, and there are naked npc's so that is done. The menu and npc's are ahuge win for today, I'll continuie to work on them, I already have a dialog system to put in there. Clothing them shouldnt be hard. I have to work on the sprites. I initially wanted to go with a star trek type theme but I feel like I could come up with something a little more original so I think im going ot leave that for through the week and move on.
The races as of now, will be unlocks, After you help liberate the Systems you will be able to play as the race. This will give different bonus's to stats and classes, maybe some races are simply better then others at things and that's simply how things are
I know I have a few more minutes before 2pm but I don't think I'm going to have anything to show. Had a few things I had to do this morning so I pretty much just worked on the menu system that ties into the equipment system I worked on yesterday. I'm going to spend the rest of the time today working on more sprites and tiles. I wanted A playable Demo of the player by tomorrow but I'm not going to make it, since I'm bypassed my time frame I guess I'm going to push it to next Sunday and try and get the station as playable as possible.

There isn't much to show today I had quite a few things to do when I got up so that cut my time down a few hours. I continued to work on armor dropping and equipping, it's hard to make progress being pulled in fifteen different ways... >_< ... After I get the Armor done ill have what I need to work on getting the menu up and running, while I'm at work I'm working on some menu designs and how I want it all laid out, one thing I'm not good at is music, ui, and stories so I guess we will see how those things pan out. Hopefully I get the armor system finished tomorrow and there will be something to show.
So I here is where I will post the links to the resources I got that I didn't make myself, or the base that I went from.
The colors of the game I'm using this Color palettefrom palette list.
The Character bases, I linked to all of his itch because there are more then the one I used.
I have to include These characters, becuase that was the first template I Was using.

however I switched to the new char style because I needed some more space as well as I liked not having hands on the characters.
I used scifi type font here for the title screen, and I have font I used in game.
I Finally have both of the basic wearables for both races, I wanted to shoot something but i didn't have enough time to add a new entity into the game so I added collisions with bullets for all the garbage.

You can't see the bullet shooting the trash but there is a nice little particle of empty casings and a clip there.

I'm left with designing / making the menu / HUD for the player and I'm stuck really how I want it to look. I want the hud and menus to blend in as much as possible with the game for immersions sake but for now to make things functional I guess I'm going to make a traditional menu to show what information the player needs to see and work the menu into the game later. I feel like the cloning machine UI wasn't bad really.

here is the character creation menu

All the info you need for classes and the race is there, I didn't intend on making the clone creation animation look like a shower but.... The main menu / HUD is the focus atm, I'll work on that tomorrow and hopefully have something to show for it. After the Menu / hud I'm going to put the armors in the shop so you can buy them, I have to make another body clothes for when you spawn in and don't have anything so your not naked. There is so much to do and not much time to do it other then on the weekends.
I'm putting all the post-alpha release dev blogs in this post, I think daily dev logs in the same post makes more sense. There won't be daily updates (outside of emergency patches updates), however weekly game updates and daily dev logs seems to be the way to go.
Added the basic suit, a weapon pistol with animations.
I'm working on the menu right now, want all the menus to look as in universe and immersive as possible. It's not really working out that way yet though.
I only have from 9am to two in the evening to work on the game through the week so I can't do very much in terms of new, more art, tweaking, and bug fixing then new during the week.
Up coming update
System Liberation ver 0004
Controls
W,A,S,D - move player around the world
mouse movement - your character will most of the time, always look at or face the mouse
left click - to pickup items or interact with objects in the game.
enter / space - used to accept desicions in character creation and elevator
right click - will pick the lock on the chest in the shop ( will change later on)
F11 - make the game fullscreen
current game content -
character creation -
the character creation -
class select - medical, science, pilot, or security officer with there own starting stats
jobs -
garbage - you can gather garbage on the station and throw them in the compactors on the current floor to make some money.
Crate jobs - you can carry crates and barrells from the hangar to where they need to go to make some money.
you can explore the sspace station, although there isn't much in there now im hoping it will come to life as the game gets more and more developed.
You cannot atm download the game, i want the station to be at least together and functional before i release anything to give the players plenty to do for a proper test.





