i cant draw space stations

System Evacuation

Dodge asteroids and rescue your crew


https://github.com/PermianLizard/Pyweek-17

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Ratings (show detail)

Overall: 3.1
Fun: 2.8
Production: 3.4
Innovation: 3.1

Respondents: 16

Files

File Size Uploader Date
System Evacuation 0_2.zipfinal
should be the last -too tired for words
3.0 MB permianlizard 2013/09/07 23:36
screenshot3.png
i cant draw space stations
36.5 KB permianlizard 2013/09/07 22:26
Cambrian-0.1.zip
first playable
60.2 KB permianlizard 2013/09/02 20:49
screenshot2.png
placeholder art
4.4 KB permianlizard 2013/09/02 20:49

Diary Entries

Day 2: still on the skeleton

Iv hashed out something I think will handle all of the games likely directions. It almost feels like Ive spent too much time working on the architectural details but at least itll be far cleaner than my last attempt which was the messiest python code Iv ever seen.

Orbits are working well, I have the concept of planets and manoeuvrable ships and collisions are sorted. Getting planet labels in were the final straw for me today -they slowly creep off the screen and into infinity -Ill take care of that one tommorow.

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Day 1: architecture and ECS

The original idea I had for 'moon' was to expand a moon colony by building bases which could be either mines, factories, residences, military compounds etc. The map would be a graph of nodes serving as potential base locations and your fringe bases would be harassed by lunar Nazis and Reptilians.

Fortunately (or unfortunately) I had to play soccer on sunday and I decided sometime during the game to go for a something simpler: controlling a spaceship in a newtonian orrery kind of system.

Day 1 was mostly about the technical details. There's precious little to show since most of it is just a placeholder where the real stuff is supposed to go. In an act of lunacy I implemented the first entity component system of my life so Im also adjusting to this new programming paradigm. So far I really like how I can factor out game aspects like physics and collisions into their own module. At the risk of speaking too early I would definitely try something like this again when I have more time to explore the possibilities.

Next up I need to process player input and add the concept of a controllable ship.

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