Derelict

Hello folks, I’m new around here.
I would like to present you with a quick glimpse of this project I’ve been working on for a year or so.
I started with a command line version, like those old adventures. Then, I went on creating a simple UI in Android.
Now, it is now merely a “new UI over text adventure”, but it’s rapidly becoming a new game in itself.

Please, notice this art if all placeholder.

In the game, you are a space trashman with a mission: get inside a space station, get as much valuable junk you can, plant a bomb and get you.
Fail to plant the bomb or plant the bomb on the wrong place and you lose your “space trashman” permit. :emo:
Fail to collect valuable good and never retire. :persecutioncomplex:
Fail to leave the station and DIE! :o

In the station, you must go over other people’s stuff to collect clues on the best place to plant the bomb and what’s valuable and what’s not.

“Why don’t you get some public domain art?”
1 - I tend to like things my way
2 - All the game art is SVG. You don’t see this kind of art around.

I’m also working on a Desktop Java version and a online version (A Servlet), but the Android version is my priority

Title Screen.

Your first screen. You, your ship, your stuff.

Taking a closer look.

And of course, source code available here: https://github.com/TheFakeMontyOnTheRun/derelict

This looks pretty cool, nice work so far! How do you render SVG on Android?

Thank you very much! But still, there are lots of things to fix and improve.
My SVG rendering was my own stuff: https://sites.google.com/site/montysprojects/current-projects/libsvg (please note this is a ancient page)
While not feature complete, it suits my needs with good enough speed.
(source code: https://github.com/TheFakeMontyOnTheRun/libsvg Not amazing, but works. Please don’t mind the ugliness. I was learning Java back then)

This community looks awesome. I wonder what else can be done!?

Oh wow I’m impressed! Was the SVG spec easy to understand and implement?

Got to admit: my support was somewhat selective. My tool of choice is Inkscape, and so I focused on it.
It’s not hard to support the basics like Rects and Paths, but my special focus was on the paths. It is a sublanguage in itself. The Android canvas also helps a lot, by implementing most of the stuff 1:1.
There are a few spots, however, that Inkscape tends to overcomplicate things over that the specs says.

All in all, I can get around by drawing stuff on Inkscape and exporting the whole image in a flat hierarchy, using only Paths with absolute coordiantes.
Gradients, for instance, only linear and with one stop.

But that (and 640K) should be enough for me.

Do you want to try it?

While the Android Canvas helps a lot, my Swing implementation looks eons behind. Maybe I will return to it after releasing the Android version.

https://lh5.googleusercontent.com/-8CuLAaBRZz0/VGvu2xDrhUI/AAAAAAAAInA/C8Fj_LCto0k/w1161-h807/Screen%2BShot%2B2014-11-18%2Bat%2B11.12.41%2BPM.png

Yeah, still missing gradients and beziers…

Gradients and beziers are very easy with AWT, those shouldn’t be a problem.

Sure, I’d love to try it out. I was wondering where the link was for this, are you not ready to release a demo for us to try?

Probably. Gonna try my hands at it tonight.

Just finishing the bug list a friend of mine sent me and I will post a download link. Maybe in the next couple of days…

Here we go:
montyprojects.com/Derelict2D-beta6.apk

It’s clunky but honest :stuck_out_tongue_winking_eye:
Please, let me know of any bugs, typos and suggestions.
(I’m under the impression that OSX has been silently changing some of my words here)