DEVLOG 11.1: About to ship v0.1! Spent my last amount of time fixing some ui and export issues, and making a README. Still have tons and tons of cool stuff I want to add (hence v0.1), but I have my first version published to Itch.
DEVLOG 11: First playable version! Will try to ship soon! Still have ALOT I want to add, but this is my first version and I’m proud of it!
DEVLOG 10: Wow! Ui is harder than expected! 6 hours to design a simple system and get it working. I just got back from a massive camping trip in Pecos, New Mexico (very beautiful, pulled out early because of wildfires) and grinded this out. I’m getting close to shipping a simple version of this! Next I have to add a fail state and simple main menu.
DEVLOG 9.5: Well I logged like 3 hours today , I think Hackatime dropped a bunch of it but lol that’s fine. Anyways, just wanted to post a small update. I finished the models for all of my modules. Transferred my physics system to my modular rocket. Problem is early Thursday morning I leave for like a seven-day camping trip, lol. I recently learned that you can ship a project multiple times, as long as you add substantial features and improvements between the ships. I was thinking of shipping a version of this before I go on that trip,(and working on it more after of course). What I want to add before that is a screen to let the user select the parts they want, but that will take me a hot second. Anyways, that was a lot of rambling but just wanted to write this down, lol.
DEVLOG 9: I finally got my modular system to work. Haven’t made all of them yet, but I’ve gotten it to this point! (watch the video). Also, I know the design looks bad, I’m trying 😭. Right now I just want three different levels, small, basic, and large. Each one of them has a mass, cost, whatever, and you can buy and mix and match them to launch rockets and complete missions.
DEVLOG 8: Today was a lot of planning. I want to implement a modular system where the player buys/selects rocket parts, each with certain stats like mass, drag, thrust, fuel capacity, etc. I started working on some of those parts today, along with learning Godot’s class/resource system and starting on that. Hopefully tomorrow I can get a working prototype of this system going! Let me know if any of you have any ideas.
DEVLOG 7: okay, today I just worked on some polish all-round. was kinda tired so didn’t feel like doing anything MAJOR. Godot is feeling better though, probably because I’m just using it more. as always, if anyone is seeing these, please share any feedback or tips! I’m quite new and picking up this stuff as I go along.
DEVLOG 6: so I’ve been using Godot and it’s been great. I’ve gotten to the point I was at in AFRAME in half the time! I think it looks a little more polished now. I am VERY new to Godot so if anyone has any tips or feedback, that would be much appreciated! My next steps will be implementing some game features to this game… maybe a title screen?
DEVLOG 5: GENESIS? so i got a comment on my last devlog (@mikhailnotfish ) saying I should switch to a game engine. I did some research and Godot seemed like a cool option. Unfortunately it would mean starting over, and learning a whole new engine. soo… I downloaded Godot, and it seemed a little easier than what I was doing. I’m still keeping my old work incase I want to switch back, but I think Godot will allow me to build something better.
DEVLOG 4: I was about to go to sleep, but got on VS code and banged out a particle system. Rocket takeoff looks a little better now, and I’m open to feedback if anyone’s reading these!
DEVLOG 3.5: I know I just posted a devlog… but I think this camera shake is awesome
DEVLOG 3: okay, so I spent a while making a better rocket design. i also added telemetry so you could see how the rocket is doing. next i want to add a better engine effect with particles and screen shake, but I cant find any particle librarys. soo… I’m just going to make my own custom particle function, lol. I think I’m just avoiding adding better physics but I want it to look nice!
DEVLOG 2: okay so I found a gltf model of NASA’s launchpad and put that in, so now it looks a little better, and i updated the physics. still straight line movement but its a little more accurate now? Idk if its a good starting point but its better than what I had!
DEVLOG 1: I know this looks really dumb but I’m kinda new and happy to get this to work. Basically when you press the launch button the box (rocket) moves up at a constant rate in a straight line. Will start to add better physics next, although I actually have to learn the physics first, lol.