Janitor Space Program (J.S.P.)
- 5 Devlogs
- 32 Total hours
A videogame about space exploration and saving humanity from a Kessler cascade, comming out soon^(TM). Built using my own engine: Origin!
A videogame about space exploration and saving humanity from a Kessler cascade, comming out soon^(TM). Built using my own engine: Origin!
Good but slow progress (im not finishing this game before stardance ends probably) I want to focus on having the 4 main gamemodes ready to have a good base for the camping, which is gonna be epic!
wrote the story for the campaign mode, yet to be showcased, but it is pretty cool, more on that later
removed the explore mode, this was a thing i had in mind at the very beginning of the development but it doesnt really fit my view right now, will make a comeback at some point, but the previous implementation was just a bunch of dead code
created a simple spaceship building scene, wip as you can see in the video
added a very simple splash screen
improved the planet creation sandbox, now with a paint tool (a bit buggy, for now) that lets you generate a real-time texture and save it to a png file, biggest progress here was made in the engine itself actually. This took so much time fighting with translation of screen-space coords to world-space coords to UV coords, im actually impressed it even works lmao. this was almost gonna get scrapped till i realized the UV unwrapping of the sphere was a cubic projection and that was messing everything up
I am struggling so much with blender and my sandbox, it looks like they hate each other, also WHY DOES BLENDER USE Z+ UP, anyway, stay tuned!
Its hard to make devlogs when progress is so slow but i hope you like it
PD: I just fixed the colors looking like confetti (look at the color of the blue paint brush), apparently i was multiplying the alpha channel by 255 in the texture class because of a previous implementation and that was causing some sort of overflow in the shaders, thus the weird colors, so paint tool is officially finished, hopefully
I’ve been making some progress in every direction while i find out exactly what i want this game to be. ive started writing the story for the campaign mode that i hope is about 3 to 4 hours.
Overall the main progress of this devlog is summarized in a finished early version of the sandbox, although theres a lot to fix in it, the main stuff is done. Ive also started with the planet creation sandbox and focused on working into instancing even though it is not quite there yet (im thinking of removing the explore mode entirely or do it completely different)
improved sandbox mode with actual simulation (very early), a new intro animation, different tools to select, move and change the starting velocity of each planet
set a base for both the planet and spacecraft creation sandboxes as these mechanics will make the development of the campaign a bit easier, hopefully
created a simple logo, probably to be changed, i dont really like it but id appreciate feedback
refactored the scale system to make working with different distances and planet’s radius a lot easier, this new system is so clean i actually love it
As you can see progress is extremely slow, i want to make this right and also make sure that the project is well structured enough to hold up.
Also did a simple check on performance and after a couple tweaks, average fps sit around 3000, fr, on my little rtx 3060 so thats great
Today’s devlog is not so much focus into the progress but into some design decisions that made me had to restructure the project a quite a lot, ive got a new view of the project that i think will make it a lot more fun
I will now start with making instancing something real and not just a dead branch in the engine’s repo, but this means im gonna have to read some opengl documentation :(
PD: the visual bug in the video is completely intentional
I’ve been working on a lot of things and the project is taking a really nice shape! ive organized the game into different game modes that independently manage their needs in an organized way. Also ive made some progress with the real life satellites and made some nice main menu!
WIP: explore real time satellites and see them move as they are in real life, with custom orbit calculations, still in the works, getting fetched directly from the internet and cached every 24 hours
Added a main menu, as the engine doesnt have any in-house UI system, Im using a modified dear imgui version that is holding up nicely, also added some placeholders for settings etc…
Started a new gamemode: gravity sandbox, where you can play around with custom objects and real life planets and their gravitational interactions
I also had to update the engine a bit to make it be able to handle quads and their operations. the idea is to finalize a working sandbox gamemode as that would set the base for many more complex features incoming
A 3D pixelart videogame about space exploration where you have to save humanity from the Kessler effect, currently working on the “exploration” mode where you can find and explore all the satellites of earth (and later on the solar system) at their real time location.
I’ve made a simple system that gets the real life data of these satellites from CelesTrak’s Public TLE Text Files, which than caches them and are refreshed every 24 hours, so you can see the real-life position of, for example, the ISS
Built using my own custom engine, actually been updating the engine while creating this because, lets say the engine isnt very “mature” yet, but its holding up nicely!
Check out the ORIGIN engine at: https://origin.aloyak.dev
The game will feature this little 3d pixel art style that i really like honestly. The hardest thing to do so far was to setup a fork of the engine so that i could work on the game without actually contributing to the engine itself at all.
All these models used currently are from NASA themselves, so they should be pretty accurate!
I’m thinking of maybe adding a web build but the more i try to make it work the more it breaks lol :(
🚀🚀