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EC.0-1 — Week 2: Storage & Transportation of Extracted Components, Bulk Selling, etc.

Writer: b4dl4ndinteractive
b4dl4ndinteractive
Jul 27
3 min read

Week 2's objective placed us squarely in the 'second half of the gameplay loop' territory, with our sights set on creating the ability for the player to extract components, place them inside of a storage 'barge' of sorts, transport to them to a location and sell those components in bulk.


We're elated to say that the entire gameplay chain is functional, albeit with placeholder art in many places. EC.0-1 can now be played roughly the way we've envisioned, even if it's primitive.


Greyboxed storage barge with temporary item positioning, placed inside via the tray-deposit system.

Seen from the perspective of the Travel Body; a repurposed turret.

HIGHLIGHTS

  • Player-controllable storage barge is now in its earliest version state

  • Cargo can be physically transported via this storage barge, with a configurable amount of space

  • Cargo can be sold in bulk, which is the intended behavior; components are not sold loosely

  • The Travel Body can properly dock with the storage barge, represented by temporary placement

  • Week 2 milestones were all successfully reached; we're on schedule!


CURRENT GAMEPLAY LOOP

Extract Components

↓

Store in Barge

↓

Transport Cargo

↓

Sell Shipment

↓

Repair Station


SCREENSHOT GALLERY / DEMONSTRATIONS (CLICK TO ENLARGE)

  • IMAGE 1: A fully textured shuttle, likely to be used in the tutorial

  • IMAGE 2: Greyboxed ship arrival warehouse, where the player will extract components

  • IMAGE 3: The latest extractable component; a coolant regulator



FEATURE 1, WEEK 2: STORAGE BARGE

The Storage Barge - a placeholder name, for now - will be used by the AI to transport large amounts of components to the trader; a character we hope to showcase soon.


While the Travel Body can independently fly, the Storage Barge will instead extend magnetized legs to the ground when being loaded with components and will retract those legs into hover-thrusters for transport. It can hover above the ground, but not independently fly.


During Travel Body gameplay, you'll notice the station will feel HUGE; that's because it is. You're sitting in a hangar that's attached to a moon sized station. Conversely, when piloting the Storage Barge, everything will appear more appropriately scaled.. the barge itself is huge, too.


You'll have to extract components from the ships above and drop them from their bellies down into the Storage Barge for transport.


FEATURE 2, WEEK 2: WORLDSPACE COMPONENT STORAGE

Unlike most games that feature UI-heavy systems to represent data or player items, we're taking a different approach; aside from placeholder UI, we aim for EVERYTHING to be portrayed in the world itself.


That extends to component storage.


When you place components within the storage barge, you'll actually SEE THEM in the cargo hold of the barge; as represented by the uppermost screenshot. We hope to replace those temporary hold-points with actual storage compartments, though their modularity will depend on scope.


To actually place these components inside, a retractable tray can be triggered via a button on the rear of the barge, which we may soon replace with a simple 'chute' at the top of the barge instead; we're currently trying to decide that part.


FEATURE 3, WEEK 2: BULK SELLING

Once you've piloted the storage barge to the trader, there'll be a docking position that you'll have to (roughly) place the barge within. Inside it, you'll be able to disembark with the travel body and sell everything in bulk with a large trader terminal on the inside of the trader's ship.


This screen will be worldspace text, not screen locked UI. You'll be able to interact with buttons directly on the terminal itself to see each component's worth, certain modifiers, totals and even some station purchase options.


FEATURE 4, WEEK 2: DOCKING & BODY SWITCHING

We aim to have fully animated docking of the travel body to the storage barge, but we've already managed to get the actual process of docking fully coded; all you have to do is position yourself ahead of the barge, press the designated BODY SWITCH keybind, and you'll instantly dock with the storage barge.


This is currently just represented by the travel body attaching to the roof of the barge.


CHALLENGES / NOTES

  • The storage barge's movement definitely requires refinement, which we'll address in later weeks

  • A lack of UI - aside from main menus, settings, etc - will definitely add dev-time...

    • ... but we think it's worth it for the sake of separation.

  • A lot of the last week or two's work lacks audio feedback & polish, but that comes in later weeks


NEXT WEEK

Week 3 shifts our focus from transporting components to actually acquiring and salvaging ships. With the logistics side of the gameplay loop now largely functional, we can begin building the systems that generate the salvage itself.


Overall, next week's goals include;

  • First proper salvage vessel.

  • Ship systems, including designated-area spawning.

  • Ship purchasing.

  • First full-circle salvage run closer to our final vision.

  • Component value modifiers, conditions, etc.

  • Expanding the gameplay loop to near-full-completion.

 
 
 

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