Developer Log #9 :: Research

Now that I have a more unified user interface setup I can start integrating more of the core features of the game. A big part of a colony survival, of course, is research projects which unlock new place-able objects, recipes and more. Research is handled by your colonists at the research station after choosing what research […]

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Developer Log #8 :: Video Preview

Lots of work has been going on with Mercury Fallen and I did a new video to cover some of the main and new features that are in development.

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Developer Log #7 :: Modular UI

Up until now the UI programming for Mercury Fallen was relatively per interface/object. I have some top level classes that I made to inherit from that define a window panel consistently, but the UI for the different interactive objects in the game were all individually crafted which meant a lot of work if I’m creating a new object with a […]

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Developer Log #6 :: First Dev Preview

Just finished up the first developer preview for Mercury Fallen which shows the game in action for the first time. The video doesn’t cover everything in there at the moment, but gives a good overview of the core mechanics of the game. I welcome any and all feedback. 🙂

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Developer Log #5 :: Attributes

Building a flexible attribute system can be a challenging task, but the first step is always understanding what it is that you want the system to accomplish. I had already cobbled together a system for health, hunger, energy and mood, but it lacked ability for colonist attribute effects. I wanted to be able to tack […]

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Developer Log #4 :: Utilities

Started work on more of the utility items for Mercury Fallen. This week so far I finished up the power generator as well as a custom animated shader for cool throbbing power material. The shader uses a mask texture as well as using the internal _Time variable instead of using a script to animate the UV offsets. The […]

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Developer Log #3

Over the last couple of weeks I’ve been working on some new world generation as well as a new crafting system. I can’t seem to make up my mind when it comes to the world generation, but it’s a pretty important aspect related to the starting conditions of the game.   Starting Conditions After reviewing a bunch […]

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Professions

I’ve been working on a lot of various things for the game and making some great progress with a lot of the core elements. Recently I start implementing the profession system.   Professions Each colonist can have a designated profession. This controls what actions they can perform other than their core needs such as eating and […]

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Developer Log #2

Colonist Needs So far I’ve planned out colonists having needs for sleep, hunger as well managing health and mood. Last week I started out by writing a generic needs system which, I thought, would be able to handle the needs of the colonist. The idea wasn’t a bad one, but the system was far too generic […]

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Developer Log #1

As I always say I need to get better at writing these things. It always helps when I hear from one of you about the project as it helps me to know there is someone actually wanting to listen to one of my rambles. This week I’ve managed to make a lot of progress. There is a […]

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