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Galimulator Roadmap

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Snoddasmannen

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Post Sun Aug 21, 2016 4:45 pm

Re: Galimulator Roadmap

I'll be damned if I can find the thread, but the idea is to make it less magic and more visual :) So maybe some blobs to indicate ground forces etc.
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Hereisyoursign

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Post Sun Aug 21, 2016 4:53 pm

Re: Galimulator Roadmap

Snoddasmannen wrote:I'll be damned if I can find the thread, but the idea is to make it less magic and more visual :) So maybe some blobs to indicate ground forces etc.


Why not just said blobs or really really small ship sprites kinda move across the star to the enemy, while the enemy would do the same it would look as if they were trading but maybe a small little explosion or two could help
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Snoddasmannen

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Post Sun Aug 21, 2016 5:47 pm

Re: Galimulator Roadmap

Hereisyoursign wrote:
Snoddasmannen wrote:I'll be damned if I can find the thread, but the idea is to make it less magic and more visual :) So maybe some blobs to indicate ground forces etc.


Why not just said blobs or really really small ship sprites kinda move across the star to the enemy, while the enemy would do the same it would look as if they were trading but maybe a small little explosion or two could help


Yep I'm definitely thinking in those lanes! but my big concern is the performance hit and the long time it would take to expand. If the blobs were to simply show up at the target magically it would be less work for the CPU, and would allow faster expansion.
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Hereisyoursign

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Post Sun Aug 21, 2016 8:52 pm

Re: Galimulator Roadmap

Snoddasmannen wrote:
Hereisyoursign wrote:
Snoddasmannen wrote:I'll be damned if I can find the thread, but the idea is to make it less magic and more visual :) So maybe some blobs to indicate ground forces etc.


Why not just said blobs or really really small ship sprites kinda move across the star to the enemy, while the enemy would do the same it would look as if they were trading but maybe a small little explosion or two could help


Yep I'm definitely thinking in those lanes! but my big concern is the performance hit and the long time it would take to expand. If the blobs were to simply show up at the target magically it would be less work for the CPU, and would allow faster expansion.


You know those missle sprites of course, why dont you make them really small and make it look as if the two stars are shooting at each other, and the sprite would be moving really really fast, not too fast but you can notice them, and there would only be a shot or two for like 10 seconds so it shouldnt be too taxing, maybe you could make it to where you can disable it
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Snoddasmannen

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Post Wed Aug 31, 2016 9:53 am

Re: Galimulator Roadmap

Updated roadmap a tiny but, just to show off load and save game features :) For now I hope you will make to with 5 save slots + 1 autosave.
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Some Guy

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Post Wed Aug 31, 2016 8:10 pm

Re: Galimulator Roadmap

5 Save Slots? That seems a little generous.
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Snoddasmannen

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Post Thu Sep 01, 2016 9:54 am

Re: Galimulator Roadmap

You think so? Well I can reduce it I guess :)
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Some Guy

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Post Thu Sep 01, 2016 9:57 am

Re: Galimulator Roadmap

Snoddasmannen wrote:You think so? Well I can reduce it I guess :)


I don't know if you should reduce it. I do think that 3 is the usual number for save slots though.
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Snoddasmannen

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Post Thu Sep 01, 2016 10:23 am

Re: Galimulator Roadmap

It's not any harder to implement with 3 or 5, my only concern is if it's too messy or something. But let's try it like this and see what you think.

Hopefully I can get a beta out later today!
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Some Guy

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Post Thu Sep 01, 2016 2:45 pm

Re: Galimulator Roadmap

Snoddasmannen wrote:Hopefully I can get a beta out later today!


Great to hear!
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