libGDX is a Java game development framework that provides a unified API that works across all supported platforms.
The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.
Libgdx tries not be the "end all, be all" solution. It does not force a specific design on you.
Next to the usual UI/UX improvements, it features multiple overhauls of core systems, such as the target acquisition system, star map, how spacecraft and satellites work, how a single game and world is created. These changes will allow me to keep building and extending AstraX as I intended. I wish it's something you can see, but the code repository stats (40 changed files with 18,645 additions and 8,848 deletions) do not lie.
What you will notice right away are UI flows to create a new game and options to customize your experience, with a lot of potential for expansion.
You can now pick from different spacecraft! They are visual only for now, but soon each module you see below will have a function. One day, you will be able to construct your own. At some point in the future, modules can fail and your crew can die if you do not maintain them.
Because this is a targeting update, so the way targets in the world are discovered received a major overhaul. Any game object can be registered by ship sensors now and therefore shows up on the map on discovery. This paves the way for adding new galactic phenomena such as black holes, anomalies and alien NPC spacecraft. Because of how drastic that change was, it took me a few months to complete.
Star system generation also received a few internal improvements. In the future, additional logic will determine habitability of planets and also affect generation. Later, you can turn up the frequency of habitable planets in the game settings as well. The goal is to simulate the Habitable Zone, as depicted in the following graph:
Spacecraft and space stations are now considered one and the same type. They possess multiple functional systems or modules that define what you can do with them (e.g. a station doesn't have a propulsion system). This modularity will be useful for implementing the construction editor and system failures (a survival mechanic) at a later point. Currently, you can see some of the modules in the spacecraft graphics you can pick in the new game flow, but so far this is graphical only. The logical element of that will follow soon!
The UI received a better overall style and appearance. It looks clean and sleek, although I might need to give it a bit more character.
The next big updates on the horizon are better resource collection, a better galaxy map and more content for to the procedural generator. Further, I am a step closer to implementing a spaceship construction editor and also finally saving your game.
A short story about my previous game - Sliding Swords compared to my new game - Node Farm - from the marketing perspective.
We are looking for people wanting to beta-test our action game, Aroraboll, controlled with the gyro for Android devices.
Aroraboll was nominated as a finalist in the Swedish Game Awards 2023.
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I just created a game called Chomp! using LibGdx. I found it a great library and I liked that it was a programmers platform since I am a Java programmer.
My game is now on the Google Play Store. It is about a crocodile that catches food. You control the crocodile with the accelerator.
Wally the Crocodile catches food from all directions and angles.
Three ways to play.
Play.google.com
Facebook page is Facebook.com
Why the developer is TOME studios and the license is Commercial?
It's being developed by the libgdx guys and the license should be Apache2.
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