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Space Exploration Prototype

Original Project Goal

​This prototype is for a 2D space exploration game concept. The intent is to create a game about a ship and its crew wandering through space exploring and surviving. There will be no combat, but there will be action in the form of emergencies and random events. It is being made in GameMaker Studio 2.

PREVIOUS POSTS

October 29, 2021

I added icons for workstations to provide a visual representation for the resources involved, feedback when resources are actually changed, character health, penalties for running out of oxygen, and some foundation work for allowing jobs to trigger an event as well as (or instead of) changing resource values.

The visual representation and feedback was something that was going to need to happen at some point, so I went ahead and did it. The drained resource is paired with a down arrow, and produced resources are shown with an up arrow. The resources use the same icon as the one shown for tracking. Handled with a simple mouseover event.

Character health is a pretty simple integer value attached to each instance. No visual tied to it yet, though that is the plan. The only interaction right now is when oxygen runs out, and all character start taking damage over time. As of now, a full health character has more than enough time to use one of the workstations that will get oxygen back into the ship. I want it to feel more like a point of tension rather than an immediate end condition.

Finally, the foundations for job events has been put into place. This was surprisingly difficult to figure out, but thankfully I was able to give each workstation instance a string with a script name, then the workstation finds the asset with that name and executes it. It doesn't feel like the cleanest way to do it, but I wasn't able to find another way to tell an instance to run a specific function. I could tell the class to do so, or run through a switch, but neither seems perfect.

Next steps are to properly calculate how oxygen is generated, implementing the basics for end-of-job events, and functionality for when resources are empty.
 

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