- RIP SpaceGeon - 5 November 2021
All good things come to an end, so it happened with my money and time. Unfortunately, after getting a full-time job, development attempts in my spare-time did not lead to anything good. I seemed to be doing something, but only my person is not enough to work on everything - especially to work on graphics and plot. In addition, as I understand it now, the lack of experience in the development of games was seriously affected - my specialization as a developer lies in another area. Therefore, I am forced to announce the closure of development (final this time). I have already written to Steam Support asking them to remove the game from the shop. In addition, I asked for a refund to those who bought the game (7 people), because in the end, the game was not in any part of it's final shape. Thank you all for your attention.
- Latest news - 10 May 2020
It's been a while since the last update was uploaded. This happen cause I've ran out of money I had for the game development. So, in my case there was only one way to resolve this problem - go back on the full-time work and get ready for the after-work to be filled with the game development. So here I am - working 40 hours per week and working on the game about 12-16 hours per week. At first, I need to say, that I've made the github repo for the virus modification. You can find it here: https://github.com/knofl/SpaceGeon_Legacy_VirusMod Also, I've decided to rework my meta engine for the purpose of development's easement - cause adding new fundamental features to the game came out in bloody hell in the programming context. Also, I've started to learn how to create 3D models - why? Cause I don't have any skills in the drawing besides I was learning it for a long time (with tutorials on t…
- Finally Workshop Support on fire! - 19 February 2020
Hello everyone! It is a small announcement - I've finally uploaded the Workshop uploading software to Steam and you can run it by chossing the game editor option on the game run menu. Now you can finally upload your mods and share them with your friends. Later I'll make a guide video, where I'll show you how to create new item and upload it to Steam. Note: you need to create your modification first. P.S. I haven't rised the price yet. I'll rise it tomorrow at 3:00 am (PST). So you have a chance to support me in a lower price.
- SpaceGeon Development diaries #13 - 15 February 2020
I really wanted to have time to finish the preparations for the Steam Workshop this week, but as it often happens with what's new for us, the development of a tool for loading mods into the Workshop has taken some time. Initially, I was afraid that the development might be delayed due to the fact that SteamAPI was unknown to me, but I was mistaken - most of the time it takes to implement functions that provide convenience in describing the modification and its publication =) Nevertheless, I finished the prototype, which it’s mostly functional - until, however, it sends modifications to Steam, but I will fix this trifle next week. There were no difficulties on the way. Everything is pretty prosaic. Here you can see how does this modification upload tool works In addition to preparing for the workshop, I developed a modification manager. With it, you can load any mod, either fully or part…
- Small Anouncement about Mod Support - 11 February 2020
Hello everyone, who has bought the SpaceGeon and is ready to create mods. I'm here to tell you, that the API is not stable now, and if you create any mode, maybe later you'll need to make some corrections according with the API changing. Also, I need to tell you, that I've already done the Mod Manager, that will allow anyone to load different parts from different mods=) Now I'm polishing it and after will create app for the Steam Workshop, so you will be able to upload your Mods to Steam. Also, I've found out, that plugin feature for Unity engine works on my free version too, so I'm going to make the work with game's API much easier in further versions. That's it for now. Good day to you and have fun!
- SpaceGeon Development diaries #12 - 8 February 2020
Hello! This week I was finishing basic mod support for SpaceGeon. At this stage, it has not yet been implemented in the volume in which we would like - now you can play with only one mod and load all the modules presented in it at once. I think that in a week, I’ll finish writing a mod manager that will allow you to load individual modules from different mod, thus giving you the opportunity to change the game to your taste, down to the smallest detail. This is how the mod loading looks in the current game's version: Plus, I wrote 2 full-fledged guides in order to provide enough information to anyone who wants to create content for SpaceGeon. In the future, I think I’ll have to write a few more manuals to reveal all the little things, but so far I’m more focused on finalizing the mod loading system itself than on describing its features. It's funny, but I can’t give my standard list of w…
- The Demo Release - 28 January 2020
Here comes the demo! So from now you can try the game in it's basics - you'll have available the Endless mode, which will show you the current gameplay abilities. Mod support is meant to be only in the full game, so if you are interested, it would be great, if you buy it on the release.
- SpaceGeon Development diaries #11 - 25 January 2020
Hello there! This week was as hard as a piece of rock! First three days I was polishing and finishing some things to finally reveal the Demo. And this small miracle has been done. You can download the demo from IndieDB(Windows and Linux) and itch.io for now, and, it seems to me, that in two weeks there will be a demo on Steam platform. Generally in these three days there was nothing interesting, cause I was finally connecting things together and clearing code from gags, except the moment, when I was creating the Linux build. For some reasons it seems to work not with all Linux cores, or distros. In nearest future I will learn this question and find out, if I can create stable build, that would be working on most distros without lags even on built-in graphics cards. But everything has changed, when the Demo was finished and I’ve started to work on the mod support. Here is where the true…
- SpaceGeon Development diaries #10 - 18 January 2020
Greetings! And finally, Saturday came, when you can summarize the results and talk about the work done. This week, I really wanted to polish a certain amount of irregularities and release a demo version, so that the talks about what I am doing are no longer just talks. But, unfortunately, there are so many trifles and roughnesses that after spending a whole week on their implementation and correction, I didn’t get a demo. Now I want to release a demo next week. Most of this week I was drawing something, animating something, painting animating again. You could see some of these animations on Twitter. So, what was completed, what was fixed: 1. Enriched with the main HUD of the game. Added cells for active items, character skills and alternative fire for weapons. Health Posion 2. Added animations for the icons of active objects, skills and alternative fire. Warrior's skill icon animation 3…
- SpaceGeon Alpha.0.2.1 Update - 11 January 2020
Hello everyone! Most of the past week I spent on improving the algorithm for generating levels and arranging ladders, because earlier the algorithm was puting too many ladders(redundancy), while periodically was not puting them in the right place, and thus the hero was'nt able to reach some areas (and this is a pure bug). At the moment, after long and hard tests, I can say with 90% certainty that the redundancy has been eliminated, as well as a bug with missing ladders. In addition to the ladders, it was important to write an algorithm for the location of the hero, NPC and objects on the map in such a way that the hero was not killed in the first second, that there were enough enemies, but not in excess, and also that it was interesting to go over the level and look into hidden corners. Such an algorithm is written, and at the moment it is doing his job well. So, on this week I've done…
- Alpha.0.1 update - 31 December 2019
Hello everyone! Currently I'm working on the game's visual enhacement. I've already done drawing and animating differet gun types, created several box tiles and platforms. Also, I've drawn first armor item and first hero's appearence. Here is what coming to the game: SMG Shotgun Pistol Minigun Machinegun Teleporter (instead of doors) Armor Hero's walk How does it looks like brought together. That's it for now. In near future, there will be more updates.