Devlog - Stardate 20150516

Galactic Princess

Hi Captains,

Welcome to our latest update !

Some non-exhaustive changes

- Fixed the boarding tubes with self-management of AI

- Fixed the scale of the docking port

- Fixed : the healing tubes may contain only certain predefined species

- Fixed the shaking on the turret

Galactic Princess spaceship
- Fixed the shadow of the elevator


- Fixed the shadow of doors


- Upped the hp of the door

- Fixed the level of depth of the doors

- Restoration of the unit conversion system.

- Fixed the slow animations of “surrender up and down”

Galactic Princess
- Fixed : mechanical type units - or other predefined types – can’t surrender

- Fixed : if the units are not equipped with a gun, it will not use the animation 'run with gun', and will use the animation "walk" in place.

- Fixed cursor animations

- Removing dead units collider

- Fixed the collider of lasers fired by units

Galactic Princess
- Fixed the Y position of a unit on a system to activate if the unit board another spaceship

- Fixed the camera zoom in pause mode

- Added a differential speed indicator. That way, we can know if we are moving toward or away from the target, and how fast.

- Added trails on motor, and development of a trail system made in-house to avoid the universe refocusing bugs. It gives a reference for movement, speed and direction between the vessels. This trail system was there at the beginning, but it was buggy because of the refocusing of the universe. I was sad to remove it ! And yes, the trail is generated according to the movements of the ship relative to the universe.  As I move all vessels during each refocusing the universe, the trail took into account this shift. The result was bad… But recently I had an epiphany and I managed to modify trail system of Unity by recreating it. Now, there is (almost) no problem!


Contest results: design a robot

Galactic PrincessLast year, we organized a contest on our old forum. We (finally) selected the winner. He will have the privilege to see his design integrated in the game! And a custom USB key…

His robot, Subject 002, is really a space dog! According to the winner, "ttttt", "no one remembers when Dog appeared on the ship but it was accepted with pleasure: it's hard to find a bot that well-versed in grinding both bodies of enemies and wastes".

Unfortunately, the winner, better known by the pseudonym "ttttt", is unreachable. If he reads this, please contact us at !


The Galactic Princess Team.

Thank to our marvellous proofreader, L. Moor !

Devlog – Stardate 20150425

Hi Captains, this is the recent progress on Galactic Princess !

Bulk advances:Galactic Princess

- Fixed bug of selecting a unit with respect to healing tubes. (Units could be treated as selected while inside a healing tube, when it should not : it caused gaps in the ranks. This stopped formations working properly)

- Improved design of the doors (design not yet finalized)

- Adaptation of physics with Unity 5. (Setting of the engine power, setting of the physical materials of the ships. Dynamic friction, bounciness, etc ...)

- Integration of the rank and backup experience system (gaining experience not yet programmed)

-Galactic Princess species Progress on AI enemy units; boarding, and moving to a unit to be able to shoot the other units.

- Saving the zoom level of the camera (still some bugs if you save too close to the max zoom)

- Premise of the integration of the system of shield

- Beginning the integration of the shield system (yes, we started adding a "shield system" to the game)

- Integration and production of Ikoom animations

- Mastering the technique of color swap


Bug fixes :

Galactic Princess- Fixed bugs on the doors; open doors continued to block the lasers.

- Fix animations of utility robot

- Lowered the speed of the utility robot 5 => 0.25

- Fixed the collider on doors

- Fixed the Elevator, bugs and efficiency. Several units can take an elevator at the same time.

- Fix collisions with the walls of the vessel blasters units; for modules Up righ / left, they occur in the middle of the module

- Fixed blaster collisions with the ship's walls; when hitting modules in the upper right/left, the hit occurs in the middle of the module [Before: when a laser/bullet hits a module, it always shows the "collision" or "hit" in the centre. Even when the laser/bullet actually collides with another part !)

- Fixed bugs on the doors

- Fixed the door animation + added new animations for new features

- Fixed the behavior of the AI regarding doors, in relation to their aggressiveness and their positioning

- Fixed the collider on the compassGalactic Princess

- Fixed the rotation angle of the armor with respect to the Right / Left / Down / Up (shapes) modules

- Adjusted the position of enemy units on the Y axis in an attack

- Searched for a solution to aliasing problems

Next week, we'll speak about the beginning of this project... Feel free to participate on the forum!


Until next time,

The Galactic Princess Team

Thank to our marvellous proofreader, L. Moor !

Welcome to the new Galactic Princess website!

Dear future Space Captains,

Since our game successfully completed its crowdfunding campaign in the winter of 2014, we’ve been concentrating on its development. We have focused on creating a good game (and finishing it before the deadline). Now, nine months from the release of Galactic Princess, we’ll be regularly updating this site to give you the latest news from the Unified Galaxy.

You can now discover the answers to all your questions in our FAQ section. Feel free to ask new questions in this section of the forum. We’ll answer them as soon as possible. Also feel free to contribute your ideas on the other part of the forum!

To get the latest news about Galactic Princess, you can join us on Facebook, Twitter, Reddit and Steam Greenlight.

The Space Cops can trace the source of this message, so we’ll have to disconnect.

Until next time,

The Galactic Princess Team

Devlog – Stardate 20150329

To celebrate the opening of this new site, we invite you to discover our latest progress on the development of Galactic Princess. Because of this progress and, in parallel, development of this site, our last update was published in December. We’re catching up with the delay through a short interview with Chmyke, our project leader:Galactic Princess


What were the latest advances in the New Year?

Recently, I worked - especially - on dynamic lights and the process of docking between spaceships. At the same time, I try to get rid of bugs - some bugs appear very rarely; however, they can crash the game. Sometimes they are just inelegant. This is my priority, especially with the approach of the beta (reserved for backers of the Kickstarter campaign, scheduled for late spring 2015).


With the approach of the beta, we focus especially on the heart of the game...

Yes, we work on the A.I. of the units (the way they behave, and how to convert them to join our crew) and the behavior of the vessels. And - most importantly - the management of the A.I. of the spaceships: their evolution, their movements, their behavior. Are they aggressive? Are they neutral? Will they go away? Are they going to turn aggressively around our ship? Are they going to get us in? Are they going to approach us? At what point will they deploy their boarding tube? Etc...


Galactic PrincessThe management system for the loyalty of the units is close to our heart...

I've previously talked about it, but it's not finished yet: I reworked the unit conversion system. Currently, if you attack a ship, you are forced to kill all units inside. I'm seeking a solution to manage their conversion, so they can join the ranks of your crew. For now, the units have a random setting. Their loyalty is random - except for the enemy captain, who has a 100% loyalty. He can’t be converted. But loyalty can also depend on the alien's species.

In the future, when they have reached a certain number of points, the units will drop their weapon. You can no longer damage them; projectiles will pass through them - as if you’re not aiming at them. Then you can select them: they belong to you. Then you'll be able to equip them with a new weapon, etc. Obviously we will further improve this concept, but it isn’t easy to imagine, to conceptualize and to transform this idea into code. This is an important aspect of the game, because it is one of the main ways to get slaves or new units in your crew (other than buying or building them - which is not yet possible, for that matter). But one thing at a time.

Recently, we have made significant progress on the docking system between spaceships…

Docking Port - Galactic PrincessYes, although it's a little more difficult than I had expected. But it's going well. Although the addition of this feature did reveal new problems. To summarize: I will apply physical forces to the ship for the docking to work like a magnet. But if you try to approach a vessel which is on autopilot, the autopilot will try to counteract these forces with its engines; it has a goal (go left or go right, etc.) This will create an imbalance (The autopilot will try counteract these forces with its own engines). In the end, the ships will "dance" in space. So I turned off the autopilot during the docking phase. And I added a docking detector, which starts from a certain radius of action and requires some improvements. 

There is another problematic aspect, for the narrative and logical design: If you want to dock with a ship, there is a possibility you intend to attack. You don’t just want to say hello to the occupants. Except in certain quests, of course. So, this is strange that the enemy being attacked has their docking port active!  We must find a trick, because the door of the opponent can’t necessarily be opened. In short, everything that we add to the game thus causes a cascade of things to fix and rethink.

One last thing: we will rework the design of the docking port. I'm not satisfied.

In autumn 2014, we wondered if we had to remove the dynamic lights...

Finally, I handled dynamic lights. Before, there were a lot of dynamic lights, too many dynamic lights. They were visually spectacular, but I have reduced their intensity. In fact, there was once a vibrant light in each module. And even on some systems. Now, there is a dynamic light on the ship's center of gravity - this may sound strange, but it allows me to already have a light located near the center of the ship. There is also a light on the A.I. ​​system - the big system we must capture to take control of an enemy ship. So this is a visual feedback allowing the player to quickly identify this system. I also added a light on the pile of gold. My goal is not to put in too much light. If I ever put a dynamic light on each generator, it'll make a “Christmas tree” (laughs)! With particles, I might do some cheating. But suddenly, this would not be dynamic lights.Galactic Princess

With Dynamic lights / Without dynamic lights

I could add more lights, but less intense. So, there would still be a small effect. But that still require more graphics resources. Now we want as many people to play Galactic Princess. We have to find the right balance...

But I continue to work on the lights. For example, one may encounter small neutral vessels - vessels of three or four modules. And there will be, based on these vessels, a central light in relation to the center of gravity. Generally, in these small vessels, the center of gravity is right next to the A.I. ​​module. Provided they have some gold, the gold pile will be right next door. In the end, the result is too bright. It messes up the contrasts, etc. So I think we'll manage the power of dynamic lights in proportion to the size of the vessel. For every problem, there's a solution.


Galactic PrincessThe save system has recently undergone changes...

We actually spent a lot of time on the save system. But it still needs to be improved a bit.

Regarding the structure (of the save slot depending on the version of the game): I'm trying to have a final procedure, right now. We are thinking about a way to convert backups and make them compatible with the latest version of the game. It’s possible that there is sometimes no choice. As a developer, it’s more positive to suppress a bug (a random example). As a player, it is clearly intolerable. We are aware. So, for now, while the game is not officially released, we enjoy this way, and our backups are not necessarily compatible between different versions of the build. But finding a way to convert backups – from one version of the build to the next - is one of our main objectives.


Do you want to talk about other improvements?

Generator system - Galactic PrincessWe changed the animation of the generator system: now, you have the impression that it literally pumps the fuel oil (laughs)!

We have also added new types and shapes of modules. Our goal is to have the possibility of creating any type of ships. Since February, we have more shapes, with diagonals (left / right, top / bottom), and a preview system to allow you to know what the result will look like. By the game's release, we plan to offer many modules with very different shapes. But that is not our immediate priority. Although we will soon solve the problem of self-destruction (laughs). You should know that today, in the current build, when deleting a module (which is set by mistake, or simply when changing the shape of part of the ship), the game considers that it is destroyed. So there is an oxygen leak and the crew is drawn into the interstellar void (laughs)! We don’t know how many hundreds of units are now floating in space ... Our apologies to the families! In reality, it’s easier for us. When we "sell" a module, it's as if it were destroyed: the same command, in fact, is used. It is as if we applied 100 points of damage! This allowed us to quickly make iterations of our ships, without having to code the sell system (or the removal) of modules. But when we’ll finish the Forge (the headquarters of the player, where the vessel may be revised and where the player can access the quests), we’ll take the opportunity to complete this process... and thus save millions of units from certain death (laughs)!

Galactic Princess & UnityAbout the Forge, it was decided that there would be no units in your ship when the Forge would be used (that is to say when the ship is under modification or repair). When the player goes out of his headquarters, the units will return to the ship. We have many ideas and solutions... We'll see which solution will be the best!

There is also the question of the music; the ideal would be that the game starts these more intense pieces during fights... But we shall speak about this in a future update!

In the coming weeks, I will also work hard on everything related to random generation (generating what types of vessels, etc.). Then we will focus on the management of A.I. units by the adversary. Then we can start putting up quests.

Currently, I think what works well in the current build of Galactic Princess is the heart of the game (the gameplay loop). You control the ship, but you can instantly zoom in to take control of the crew inside your starship. There is no transition, and there is a gameplay change between control of the ship - thanks to directional arrows - and the "RTS" (real-time strategy) mode. You make units selections and I move them from point A to point B. It's really nice.

Galactic PrincessBut there are things to fix in the way we control the camera; you're constantly trying to refocus your ship. And you have to simultaneously move your ship, aim and shoot. But the current build still lacks the active pause, which should help to temporize the action. Then we have to add depth: add content, quests ... But one thing at a time. A few bugs aside, we already have the heart of the game. We have lots of different systems, which allow very different things.

But now, our main objective is to stabilize the gGalactic Princessame in anticipation of the beta. At the moment, there is a lot of games coming out in alpha or beta; most of them are super buggy. The concept of early access is good, but when the game is unplayable, we reach the limits of acceptability. We must crush the bugs. Then we will add additional features.

We give you an appointment for the next devlog, to be published in mid-April. In the meantime, we invite you to participate on the forum!

Until next time,

The Galactic Princess Team

Thank to our marvellous proofreader, L. Moor !

Roadmap: previously, behind the scenes of Galactic Princess – 2013-2015

SW tributeSummer 2013

The idea takes shape. First artistic research.


Autumn 2013

First version of the game "proof of concept". Inauguration of the first site. First build. Second build (...). Pre-production. (More information about these first months in a future update).


February 14 to March 16, 2014

Crowdfunding campaign on Kickstarter. The Kickstarter has been funded in only 7 days. Successfully raised £34,180, with 2,108 backers, in one month.


Winter 2014

The iterative method allows us to optimize and strengthen our core mechanics. Once validated, we can implement new systems and features in this new order and be sure to provide a smooth gameplay. It also allows us to execute some tweaking to make Galactic Princess even more subtle and tactical.

Statistics added. To survive in space, you must learn how to manage statistics for your crew; such as hunger, tiredness and even loyalty. Galactic Princess Animated concept artThese statistics depend on race and affect directly the effectiveness of your team. For example, to provide for their needs, Ikooms need an impressive amount of meats while robots need only a few oil drops. It is essential to have a good stockpile before leaving for adventure. Neglect of these statistics would mean the death ofyour crew. A good captain knows these responsibilities. Loyalty is an important statistic. A crew without loyalty will turn against its master. Prisoners may be converted to your cause by increasing their loyalty. Imprisonment, explosive collars, race of your opponent, quests and the composition of your crew affects loyalty.

The mining system is added. It is an important step since it opens the path for new mechanics based on the gathering and use of the collected resources. Those resources will then be used to upgrade your ship and crew equipment, or once stored, for good old smuggling trades.  

Others updates:

Gameplay Improvements: Boarding bridge ; Feedback to localize enemies: sonar waves system ; Offensive giant sword (ship’s equipment) ; Diegetic feedback: unit meter, missile meter and gold meter ; Collision box tweaking ; New engine type: multidirectional engine by combining 3 propellers on one slot ; Gold/ treasure looting improved  

Visual Improvements: New shapes are introduced (to create unique design) ; Upgraded battle unit: copper robot ; New lighting system on the ship ; New animations ; Exploration spotlight ; New decorative elements ;New cursor skin: enable/disable ; Shield generator + energetic shield fx ; New foreground elements, 20 new scrap shapes.Galactic Princess Giant chainsaw

Audio: Fire shot Spacecops/ Copper robots ; Hit/ Death Spacecops/ Copper robots ; Boarding bridge activation + entrance/exit ; Energetic shield generator ; New engine sound ; Four new ambient sounds for the rooms.

A big external weapon, the chainsaw, was added.


Spring 2014

The work continues…

Gameplay: Some systems need a crew member assigned to be functional; some systems stop running when they have taken a certain amount of damage; System appearance changes accordingly to the damage taken. These systems need to be repaired to function again (repair feature is not yet implemented) ; Prison cells are operational and allow the player to block one or more units (when laser doors are closed!...) ; A claw can be placed on the ship to grab another ship or asteroids ; A new system allowing player to activate and deactivate weapons ; Elevators allow crew units to move from one floor to another, and is taken into account in pathfinding ; Ship main AI can now display information like fuel stock and total energy available. Bigger modules for the ship has been added (twice as big), which will allow player to store material and bigger equipments ; Crew units can now display messages over their heads reacting dynamically to the situation ; Camera system improvement, it is now possible to change the camera angle.

Control: Two new systems have been developed to ease the ship control, one for the speed and the other for torque; A compass system has been added; An indicator that shows current direction of the ship; A system which displays the ship current speed; A system that allows player to control Time (speeding it up, slowing it down or stopping it).

Energy: Engines now consume fuel when activated; a system to stock fuel has been added; a system producing electric energy from fuel; some systems now consume energy when activated.  

Oxygen: System generating oxygen inside the ship; a red light progressively turns on as oxygen in the ship decrease; Fire can propagate in the ship, consumes oxygen and stops when there is no more oxygen; Fire now deals damages to modules, systems and crew units.  


Summer 2014

You can now hack the Central Artificial Intelligence Unit of any boarded ship (If you reach the control room) and then control the ship navigation and all its systems. Once the ship is under your control, you can manage it as you want, and of course you’ll be able to change its structure and save it. 

Galactic PrincessImplementation of a storage system for your resources ; New transmuting system that convert a resource into another ; New arrows now displays direction and distance of the other ships around you for better orientation and anticipation; The ships can break into several parts. The units are able to move in these separated parts ; Units statistics saving and loading from one gaming session to another ; Developed Save and Load of custom Ship Structures from one gaming session to another ; Ship editing mode extended, with new modules and systems available.

New defense turrets system has been added to defend the inside of the ship! So you can transform your ship into a living hell for any intruder or mutineer. 

The units are now able to perform the following new actions: Fill a transmuter system with a stored resource. Store crafted resource in a stock. Units’ detection and shooting improved.

Memory Usage Optimization and bug hunting: Fixed various bugs related to the ship separation (pathfinding, units management, systems management...); Fixed elevators behavior; Solved problems related to texture aliasing during rotation; Optimization of resources related to lights inside the ship; Optimization on physics resources, we can build ships ten times as big as before with same impact on resources; Ship Lasers and Units blasters management & collision optimized.

Graphics : A specific shader was developed for shadows generated by the units and systems ; The visual effect of the Hyper-Space mode has been improved ; Global graphical resource management of the game improved ; Visual feedback of oxygen level in a specific module The ship armor thickness has been increased ; Your gold stock is now animated as it grows bigger ; Added a fog effect behind the ship to enhance the speed impression ; Generic features Multiple enemy ships generation from a database. 

We were also working on AI ships navigation, autopilot system, and the way the enemies units are captured.


Autumn 2014

Galactic Princess Ships are made of modules and systems. Systems are inside a module (prison, fuel tank…) or attached on the outside (motors, lasers...). We added some systems:

Fuel Tank: Will allow you to stock fuel in your ship. Fuel is a critical resource and have to be managed carefully. Fuel is consumed by thrusters and generators to produce energy. The fuel tank displays the amount of fuel remaining.

Generator: Generators transform fuel into energy. Most systems need energy to function. 1 generator produce 1 energy unit by consuming fuel over time. Generators and fuel tanks are complementary. A ship deprived from one of them becomes extremely vulnerable. The placement of these systems is therefore strategic, either if you’re attacking or defending.

Time warper: Time can be bent (stopped, accelerated or slowed) thanks to this system. The Time Warper is an illegal system, because in evil or clumsy hands it can tear apart the entire universe space time.

Framecounter: Like the Time Warper, the Framecounter is a Meta system. It measure time flow in the current dimension according to universe expansion speed, also known as Frame per Seconds. This system needs 1 energy unit for functioning.

Now let’s take a peek on other new features:

Camera focus: It’s now possible to change camera focus, by simply double clicking on a ship, (or ship part), allowing you to move quickly from one point of view to another. Thanks to this, giving order to units and moving them is made easier.

Plundering: Units can now board enemy ships and automatically transfer resources from one ship storage to another. The music you can hear in this video has been composed by Liam Davis, one of the talented musician working on Galactic Princess sound track and sound effects.

AI Ships Autopilot: Ships can now automatically move to a target. They are also able to follow other ships, adapt to their speed, rotate and attack at range.

Universe loading: Environment is now gradually loaded during player’s exploration. Some sectors of the universe are scripted and some are automatically generated. Procedural generation is still under development.

Saves management:  Player is able to save in specific location only. Currently the data saved are: Ship Structure; Ship Position; Ship stocks (Gold, Food...); Units (position, health, alignment, hunger); Visited sectors containing captured ships or surviving vessels.

Optimization: In the current state of development, ships can contain up to 80 units without any significant performance loss.


Winter 2014/2015: please read the December update!


28 March 2015: Inauguration of our new website, with a big FAQ to answer questions and a forum to initiate a conversation between future captains and the GP team.