Below is the track played when the player discovers a new technology or scouts a new planet. I’ve been ear-testing these in simulated games and this one really stands out. You really get the sense of discovery when it starts playing and then the game pops up whatever event has triggered it.
Here is the music to be used as the general ambience of Java MOO, serving as the backdrop while the player performs his various tasks like designing ships, examing the galaxy map, allocation research, etc.
Basically, this is what you hear when playing the game until some non-player generated effect occurs. Those things will have their own music to alert you that something has changed and you should pay attention. Things like a GNN alert, a discovery, an diplomatic message, combat, etc.
Below is the Introductory music designed for Java MOO. It’s intended to be tense, reflecting the uncertainty of the game ahead. Will your lead your empire to glory or to ruin? At the beginning, who knows?
With the exceptions of a few minor alterations pending updated artwork, the Sabotage code in Java MoO is complete. I’m a little astonished at how quickly it went because I mentally budgeted 1-2 weeks to get it done, and it took 3 days. I am not complaining; this helps the project stay on a decent schedule.
The final piece was overthrowing the leaders of an empire if enough colonies rebelled. It generates the GNN message below when it happens. Please note that this is LOSS condition if and when it happens to the player.
Remember, these are simply placeholder graphics until the appropriate new artwwork is done. This is not the final screenshot!
If you are interested in more information on this project, don’t forget to check out the “Steam Community” link on this page, or to follow additional dev comments on Twitter at @JavaMOO.
I’ve spent the last two days working on the Sabotage code which allows your spies to blow up factories, blow up missile bases, or incite a rebellion. A new UI was needed to allow the player to select these options in addition to the code necessary to make it all work.
Most of it is done now. I’m using some placeholder graphics until we get proper illustrations, but the temporary graphics displayed will give you an idea of the final look.
Here is the UI that displays when you can perform a sabotage mission. You can only selected colonies for the target empire (in this case, I am the Psilons attack a Silicoid colony), and then one of the three Sabotage options (Factories, Bases, or Rebellion).
If you select “Destroy Factories”, you get a screen like the one below. However, the final version will have an explosion animation and a destroyed factory, but that artwork is not ready yet.
If you select “Destroy Missile Bases”, it’s exactly the same as Destroying Factories but with a different image.
If you select “Incite Rebellion”, you end up with a screen like the one below (no explosions here):
If you incite enough rebels, you can trigger the colony to go into revolt. Whenever this happens, even if it was caused by another empire, you’ll get a GNN notice like this:
Now, if one of your colonies goes into rebellion, you’ll see a slightly different GNN notice that reminds you to send troops. When those troops arrive, the wording on the Ground Combat UI is a little different, but otherwise it works as expected.
This feature has come together really quickly. All I need to do now is add the Diplomatic Events and warnings that could be triggered by these activities and then it will be essentially done until update artwork is made.
The GNN extinction notification is in. The screenshot below shows the placeholder graphic from the original game, and it will be trivially replaced when the new illustrations are created. But the game logic is in, which is what is finished. Also, the “empire empire” typo below is fixed; I just didn’t want to run through the iterations necessary to test this again 😛