Week 1 Results, Week 2 Goals
I'm a week behind the official timeline, so don't mind my week numbers if yours are different..
I'm also a day behind, but considering it was still the weekend because of Labor Day, I'm still counting it as last week.
I should probably go back to my original post and flesh out a bit of description on what this game is, but that's probably not happening tonight. The game is 1 part Asteroids, 1 part Space Engineers, 1 part Kerbal Space Program, and 1 part Firefly/Serenity.
Over the last week, I've gone from a very raw experimental statewhere all I had was the bare minimum to draw some vector graphics and enough physics to test the physics library I want to useup to where I am now, which has a lot of the absolute essentials of the game fleshed out.
The GIF below illustrates where things are at in development right now.
In a nutshell, I've got asteroids generating, plus a ship that is composed of parts. The parts have a parent/child relationship and are hooked together at specific attachment points. You can see in the GIF that I used the little connector just behind the capsule and disconnected the capsule from the cargo bay parts and the engine at the back.
Goals For Week 2
I'm hoping to get the physics going for real in the game (not just the little experimental stuff that I did earlier). It's perhaps the single biggest and riskiest piece that I have left to work on. (Don't get me wrong; there's still tons to do.) Once the physics system is up and running, the only core game mechanic left to implement will be your ability to manipulate the environment (besides crashing into things).
We'll see how far that goes. My process goal is to hit 15 hours of dev time this week, not including today, which I'm actually counting for last week. So I'll be doing some rounds probably every day in the chat room if anybody wants to come join me.