Devlog: Adding Asteroids and Polishing the Universe
Devlog: Adding Asteroids and Polishing the Universe
This session was packed with new features and a ton of quality-of-life improvements that make the game feel more interactive and polished. Here’s a breakdown of what we accomplished.
New Core Feature: Asteroid Mining
The biggest addition is a brand-new asteroid spawning system. This gives players an active way to gather resources by clicking on objects moving across the screen.
- Asteroid Manager: We created a new singleton,
AsteroidManager
, responsible for spawning asteroids. It randomly selects an asteroid type, determines a starting position just off-screen, and gives it a random trajectory and speed. - Asteroid Entity: A new
asteroid.tscn
scene andasteroid.gd
script were built. Each asteroid has its own health, moves across the screen, and can be clicked. - Click & Collect: Clicking an asteroid damages it and provides the player with a small number of resources. If the main space station’s storage is full, these resources are automatically sold for gold, providing a useful overflow mechanic.
- Feedback System: Clicks are accompanied by a pulse effect, and floating text numbers appear at the asteroid’s location (in white) and at the space station (in green) to show the resources gained.
Polishing the Payoff: The Perfect Asteroid Explosion
Getting the destruction effect just right took a few iterations, but the result is fantastic. When an asteroid’s health reaches zero:
- The explosion animation (currently a black hole) plays.
- A
Tween
simultaneously triggers three effects on the visual node:- A quick, intense shake effect.
- A smooth fade-out to transparency.
- A scaling effect, shrinking the asteroid down to nothing.
- Once the animation is complete, the node is removed from the scene.
Major Quality of Life & Control Upgrades
We made significant changes to how the player controls the main space station to make it more intuitive and robust.
- Physics-Based Movement: The
SpaceStation
was converted from aNode2D
to aCharacterBody2D
. Planets and the sun were converted toStaticBody2D
s. This introduces real physics, preventing the station from flying through celestial bodies. The movement logic was updated to usevelocity
andmove_and_slide()
. - Refined Mouse Controls: The biggest UX improvement! Station movement is now bound to the right mouse button. This completely separates the “move” action from the “interact/click” action (left mouse button), resolving all conflicts where clicking on a planet or asteroid would also move the station.
- Keyboard Controls: Players can now also pilot the station directly using the arrow keys (
ui_up
,ui_down
,ui_left
,ui_right
).
UI/UX Refinements
A lot of work went into making the UI clearer and more visually consistent.
- Manager Cards:
- Logic Fix: The “Remove” button now correctly only appears on a manager card if that manager is currently assigned to a planet.
- Visual Polish: The card’s border is now colored according to the manager’s rarity (Common, Uncommon, Rare, Epic), matching the color of their name for a cohesive look. This was also applied to the manager upgrade cards in the Research panel.
- Readability: The bonus text on manager cards now uses line breaks instead of commas, and the font size was adjusted for better readability.
- Planet Panel:
- Live Editing: The
planet.gd
script is now a@tool
script, allowing for real-time adjustments in the editor. We exposed thelocked_color
property, so we can tweak how dark a locked planet appears directly in the Inspector. - Consistent Previews: The preview for a locked planet inside its panel now perfectly mirrors its appearance in the main game scene, showing the darkened planet with a large question mark over it. We also exposed offset properties to fine-tune the positioning of these elements in the editor.
- Live Editing: The
This session was incredibly productive. The new asteroid system adds a fun layer of interaction, and the numerous control and UI fixes make the entire experience feel much more professional and enjoyable.
Files
Exo-Idle-Miner: Space Colony Clicker
Idle clicker strategy mining planet colony game
Status | Released |
Author | BligusFalantis |
Genre | Simulation |
Tags | Clicker, colony, Godot, Idle, planets, Space, Tycoon |
More posts
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- Devlog Summary: Enhancing Your Game Experience!1 day ago
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- Devlog Update: Manager Synergy & Smarter Upgrades3 days ago
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- Devlog: The Energy Crisis! Strategic Upgrades & Massive UI Overhaul3 days ago
- Devlog - Exo Idle Miner: UI, Feedback & Gameplay Enhancements!3 days ago
- English translation & Visual feedbacks6 days ago
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