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SpaceDeck X July devlog: upgrades, backgrounds, and more

Posted in GameDev · 3 minutes read

I've been developing SpaceDeck X since December last year. It started as me playing with a random framework I found fun, and it grew so much that I'm now working towards releasing it on Steam. I kept a devlog on Itch, but I feel like it is time to bring it to my own website. Especially considering that these updates are exclusive to the Steam version.

I have a pretty clear vision for the release, and lately I've made amazing progress. Here are the major things I've made, in no particular order.

Upgrades system #

The new upgrades system was brewing in my head for a long time. Honestly, I thought it would take me longer to implement it, but once I started, I got in the zone and built a completely new system.

This is the new upgrades selection screen:

New select an upgrade screen

Compare it to the old one:

Select an upgrade screen before the update

Upgrades library #

New upgrade library screen

In two days I managed to draw 44 upgrade icons. Some of them I just winged and now I'm retrofitting them to the actual game upgrades.

Upgrade icons in aseprite

Redesigned UI panels #

After making new upgrade cards, I got an urge to redesign some of the game's UI. I'm trying to avoid scope creep, but I had to create a way for the player to see their upgrades, so I decided to give a facelift to the deck panel as well.

You can open both panels by holding Tab in the boss fight:

New UI panels opened during a boss fight

And they show automatically in the pause menu:

New UI panels automatically open in the pause menu

Ships #

Ships are not brand new, but in the last few weeks I tweaked their specific weapons and characteristics. It is still a work in progress, but all ships are functional and have their own quirks.

All three ships shooting shown in the game level

Backgrounds and shadows #

These are purely decorative, but I think they elevate the experience a lot. These background objects add more visual depth. They also change every few levels, giving the player a better sense of progression.

For now I created two sets of backgrounds (the gray tech-industrial one and an Aztec/Protoss-inspired one). The plan is to have four or five for the full game. These are quite time consuming, but I enjoy doing pixel art.

New backgrounds
New backgrounds

For the gray background set, I drew a tileset and I'm using Tiled to assemble them, while the Aztec ones are all drawn by hand.

New backgrounds

Other #

Run history is still in progress, but I have the base for the stats screen:

Run stats screen

I postponed it for months, and finally I created controller button customization:

Controller buttons customization screen

See you soon #

Ever since I started working on this game, I've been obsessed with game dev. You can probably tell from the fact that I haven't published almost any blog posts this year.

That's why I'll keep these devlogs casual and try to post them more often.