ExoSphere
A downloadable Her
This is Version 0.0.007 Solo Dev Marathon Over!
Brief concept:
Welcome to Exosphere (working title) that may be called Hollow Moon or any of my other cool name ideas. This is a ARPG that's sci-fi with strong inspiration from EQ, WOW(classic), Morrowind Elder Scrolls 3, Path of Exile 1 and 2, and diablo 1 and 2. You will not be fighting demons from the underworld but going to there home planet and meet them there . The worlds themselves present a challenge in themselves as they are not friendly like earth but harsh and unrelenting. The worlds themselves could be considered a enemy. You will need to equip the right gear to have the right resists to have access to planets but also resistance to there harsh nature. There is a strong scientific basis for the world creation. I have almost all my needed stats to start generating the worlds.
Changes made during Jam are as follows:
- All current player network variables converted.
- Both logging into the same ship, client is connecting to host the right way no janky 2 ship nonsense.
- Client has full control over there UI.
- Equipment inventory front and backend changed over.
- Stash inventory front and back end.
- Players inventory front and backend.
- All shown values in character equipment screen have listeners and is hooked up
- Players inventory bank all switched over
- Players stash bank all switched over including deposit and withdraw working
- World value selection switched over
- Chat window and network window all good.
- All AI generated artwork has been removed with new UI Look! (space artwork is all me :P)
- What still needs to be switched over is as follows and I really hope I get it done by the time the jams done in 4 1/2 days. Or it has been done on the backend but is not tested.
- Equipment Stats Popup functionality (Untested)
- Inventory on click events not working properly
- Experience change and health mana energy shield fill functioning.
- Stat changes when equipping items (I need to be able to move items first, untested)
- Stat changes during combat and posting of them to combat window (untested)
- AI needs a complete redo but needs work to function in netcode even in the most basic way. I most defiantly understated how much needs to done with enemy's and there AI. I would like them to behave like they have intelligence so ya BIG job here.
- And now items I need to add so the game will feel more complete, this will take some time and will not include everything. These are my list of things to add before it feels more complete.
- - Dynamic world generation based off of values of world creation.
- - Auction house, player trading and mail system.
- - Vendors for buying selling etc.
- - Environment System
- -Crafting system
- -Combat / spell system upgrade
- -fixed the ability for the client to destroy the enemy
- -fixed the ability for the client to walk over loot destroy it and have it put into inventory
- - fixed the ability for the client to spawn a enemy (it can now ( for testing))
- -hooked up basic chat from client to client. It is actually rich text as well so the clients can mess with colors, size, font etc.
- - massive fan noise removed from host client server select screen
- -look direction janky behavior removed
- - look direction now stops when over a UI
- -learned basic rpc calls
- Sunday February 9th
- - Tried to still use scriptable objects and failed. (they don't work in any way in netcode (I will learn))
- Host has a network log showing the goings on on the server
- Logged player client connect/disconnect from the server.
- Logged the server starting (future use)
- Implemented Network Object Pooling
- Learned about network physics and it’s implementation
- Half paid attention to a video about relay and connecting unity so it can be played by players over the internet.
- Finally got the network to give ownership of the UI to a individual client and oh boy is stuff broken haha
- Figured out how to address the issues I'm seeing. I fixed a few but need to take the afternoon off but there is a fix needed for every Network Behavior script.
- All windows needed to be opened to properly initialize on the client so I need to address every single panel open on screen.
- - More netcode learning
- - Learned about on network spawn and went to town!
- - proper netcode scene management implemented
- - All properly authenticated windows closing properly for client on network spawn
- -Fixed a 8 month old bug I forgot about in 30 seconds! Item destruction should now work (needs client testing)
- - clients can log into the host scene and hang out no double ship janky garbage
- -Finally came to grips with losing Scriptable objects to data transfer
- - discovered if I remove the using statement of Scriptable objects I can use the class as a "data container" and not need to change almost anything Item Data related.
- Player equipment slots setup
- Player Inventory slots set up
- Player stash set up (unconfirmed)
- Gold, Titanium, and Rhodium network variables made and listeners added
- Players inventory currency tallies working
- players entire equipment window is working on client!
- players entire Inventory window is working on client!
- update and start functionality remains intact and lots more works unchecked
Controls - point and click with mouse to move and attack
B - Spawns Enemy on Server/Host
Q - Opens Quest Window
S - Opens Stats/Equipment Window
I - Opens Inventory Window
E - action button (open stash)
O - opens option window
H - toggles mini map
L - opens planet stats
C- Opens Spell window
Any Questions /comments drop a line I will answer when I can. Comments are turned on.
Updated | 24 days ago |
Status | In development |
Author | Dreamaise |
Genre | Role Playing |
Tags | 3D, Action RPG, Multiplayer, Sci-fi, Space |
Average session | A few seconds |
Download
Click download now to get access to the following files:
Development log
- Solo Development Marathon, My Projects 1st Birthday!29 days ago
- Solo Development Marathon Halfway!39 days ago
- Solo Development Marathon52 days ago
- Exosphere Inventory UpdateApr 13, 2024
- ExosphereMar 31, 2024
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