There isn't a great deal of new content in this release but a lot of work has been done behind the scenes to make the game much more stable and easier to develop.
As with the last release, we're including four extra modules with the base game: federal, syndicate, salvage and warp.
Thanks to everyone who contributed to this release! The game's open source and if you want anything in the game, you can help to make it happen.
Release Highlights
New World Generation
New UI Framework (good for players with irregular screen resolutions)
New Tutorial
Working maze collisions
Many fixed bugs and fewer crashes
With the new world generation, you may have to start a new game. Older worlds are not likely to remain the same.
Here's a brief look at the updated UI:
Changelog
Additions
Replaced UIs using a new UI framework (NUI)
Replaced the old tutorial and added new sections
Added a UI scaling option to the main menu settings
Added a preview of a ship's appearance on the new ship screen
The Page-Up and Page-Down keys can be used to change the map zoom
Changes
Updated libGDX to 1.9.14 (this should resolve some issues experienced by macOS players)
The escape key no longer closes the game from the main menu
Projectiles no longer collide with their originating ship
Fixes
Fixed maze collisions
Fixed objects being incorrectly culled on the map screen
Fixed waypoint placement on a rotated map
Fixed crash when opening inventory whilst transcendent
Fixed crash when respawning whilst transcendent
Fixed crash when the game is minimised
Fixed ability charges not being consumed
Fixed free IK-2 Escort mercenaries from the federal module
Included in this release are four featured modules:
If you are coder, modder, artist, or are merely trying to become one of those things, and you want to help us in developing this game then we will happily welcome you! Check out our instructions for setting the game up for development to get you started; make sure also to say hello in our Discord server. Speaking of which...
Feel free to join us on our Discord! (room #destination-sol) Oh and if you spot any issues with this release then feel free to report them to us there, or on our GitHub.
While this release is long overdue, do keep your eyes peeled for more updates in the future. We currently have a dedicated Google Summer of Code student working on transitioning our code-base into a much more manageable state. We're not quite there yet, but with our frameworks in place the path to supporting multiplayer is now open. It will take effort (and new contributors!) but with your help we'll get there!
v2.0.0 beta is here!
Check it out! Switch to the open beta branch and give the game a whirl! Beware that there are likely to be bugs, crashes and all sorts. Please note that you will not be able to continue an old game after upgrading.
The biggest thing to have happened is the integration of the Gestalt framework. What this means: - Modding is now much, much easier. Check out this wiki page with instructions on how to create ships and other items - Modules can more easily be added to the game. Simply drag the folder into the modules directory! - More ships! More guns! More [insert other item type here]s! All in various modules we've got under the Destination Sol organisation on GitHub. Note that some modules may be unstable
There have been many other small changes and as such it's just impossible to list them all. Here are the highlights: - Significant code cleanups and enhancements - Many, many bug fixes (and probably just as many bug introductions!) - Brand new logo and animated menu background - Some UI tweaks, including a remade new ship screen in which you can select how many systems will be generated (up to 9!) - Some balance adjustments, including reducing the time between shots on the blaster - Continuing a game will now generate the very same world each time - In game console for cheating (use wisely)! Open it by pressing the tilde \` key and type `help` to see a list of commands - A splashscreen will now appear while the game is starting - Waypoints! Select anywhere on the map to mark for later. - You can now pan the map with your mouse - Faction enhancements. Increase your reputation among factions by buying things from them, or shoot at them to make them dislike you!
For full contents, see https://github.com/MovingBlocks/DestinationSol/milestone/4
Notes for developers: - Help us out! If you have some spare time and some technical know-how, we welcome new contributors to our project. Check out how to get setup - Due to the nature of this beta release, there will inevitably be bugs that need to be fixed. Please come help us fix them :) - Unit tests have been introduced recently but they are sorely lacking. Please help us write some if you know what they are or are willing to learn!
One module of paticular interest is warp which is a great example of what can be done with some custom code in a module. Aside from its awesome ships, it introduces a new and interesting gameplay mechanic (research).
Download the pre-release from GitHub to try them out.
Yes, project is still alive, and might be in for a big community project :-)
For those not following on GitHub it is hard to stay up with development activity, one could even think the project has stalled, but that's far from reality :-)
During summer of 2017 we had one Google Summer of Code student assigned to Destination Sol, which got part of our Gestalt game library applied to DS, allowing modules to work properly (real modding, woo!) - there are even several actual modules adding new factions and ships working, adding more content to the game.
For 2018 we had a promising GSOC proposal to finish implementing Gestalt for game logic, content, and eventually multiplayer, but didn't end up with enough slots from Google to fit it. Instead we're considering a similarly structured community project, which might also get into better staying on top of our social networks, web presence, Steam, and so on.
Read more in our dev forum - there'll be a meeting this coming weekend to discuss further
We are also on Discord among other places. Invite: https://discord.gg/4uKbB8J
v1.4.1 - Misc quality of life fixes
Patch release with some recent fixes related to v1.4.0 and in general :-)
Mercenaries now start with an appropriate weapon so they'll be helpful without an awkward weapon item throwing phase. Huzzah!
Crash from trying to load a ship with too many items in the save (should be OK to load broken old saves with)
Allow volume control for both sfx and the new music separately
Optimization for how the new music is loaded
Minor extras like docs and project logistics
Special thanks to JGelfand on GitHub for most the work! :-)
In other news: During Terasology's participation in Google Summer of Code (we got sponsored by Google to mentor three students working with us over the summer) one of the students also took a look at integrating our primary code library from Terasology into DS.
First round should allow for easier asset usage (think defining ships) as well as adding new content in modules (mods really) like with Terasology - so easier modding, potentially with Workshop hooked up later!
That will be the primary feature in v2.0.0 (not a sequel, just a new version), and the initial setup works on PC, but not Android yet. We need to finish that up then come up with a clean approach to hooking in the modding that won't later clash with a Workshop setup.
Exciting potential, but no ETA so far. As usual that depends entirely on our volunteers, so if you know anybody eager to help code a game in Java in a welcoming and helpful community please let us know! :-)
v1.4.0 finally released, now with soundtrack goodness!
Official soundtrack by NeonInsect released at last! Note that the app size went up a fair bit for that reason (9ish mb to 61mb with bundled JREs on top of that for PC)
The way our Android build is prepared also changed a bit, could be unexpected issues, especially on older devices.
Other changes
- Star gates should no longer spawn within each other
- Ship icon should be visible while jumping between gates
- Equipped weapons should persist through reloads
- Lots of technical refactoring for later improvements
- Credits updated
- Mouse cursor *may* behave better in some edge cases reported occasionally (we upgraded LibGDX, the game library used by DS)
For playing on a PC we now also integrated the CrashReporter originally designed for Terasology, so it should be easier to report crash issues.
Don't forget to check out http://hastyhamster.net for a new game from Milosh, original creator of Destination Sol :-)
A New Game by the Original Author
Hello fellow gamers!
Yesterday we've published a new Android game!
Basically each level is a maze with water, and you have to tilt your phone/tablet to make water flow! Physics-based water simulation included!
Visit the game website to find out more: http://hastyhamster.net
(We've also made a Greenlight submission, but it needs a total re-design! v__v)
v1.3.1 - mouse freedom and better logging
This is a small patch release with a couple fixes before we embark on something a little bigger in v1.4.0
Changes:
Mouse is less tied to the windowed version of the game, free to move in and out when in the menu.
Game crashes should put a logged reason why in a little popup
Minor renaming of some stuff
No Android release as there'd be no noticeable changes.
On the horizon activity is picking up and we'll likely prepare the nice soundtrack donated by NeonInsect soon.
PrivateAlpha is getting to work again reorganizing some things and is looking at the 2D physics/image editor tool to see if we can rejuvenate it and make it easier to edit/add ships.
FredoMaster fittingly popped up recently and started working on ship art, there's a nice preview just posted in the artwork section of a new boss ship, coming one day to a dark empire near you!
v1.3.0 - controller support, input mapping, and mouse fixes
We just published v1.3.0 where the primary feature is controller support :-)
You can now pick "Controller" as your input method and map any axis to ship related actions (menu stuff is still handled via mouse). You can also tweak your hot keys and such. Finally we've done a bunch of mouse fixes, mostly from issues noted on Windows 8 and/or in fullscreen.
Please let us know if there are any noticable mouse issues left. Fullscreen on Win8 (and 10?) may still run in a weird fixed window that doesn't take up the whole screen, that's a separate issue that isn't solved yet.
Changes
Added partial controller support. At this stage the ship can be controlled using a controller while the menu items can be accessed via keyboard or mouse.
Added the ability to change the controls from the options menu, i.e. change the key and controller mapping.
Escape key can now be used to quit the game from the main menu.
Credits screen updated.
Fixed a bug where the background junk, dust and debris may not have appeared.
Fixed a bug where the mouse controls weren't working correctly after changing resolution.
Updated libGDX to latest version.
Note: The tutorial is deactivated if you set "Controller" as your input method.
If you find any particularly comfortable controller settings (what do you put on what axis, etc?) let us know as the defaults aren't necessarily ideal at the moment. That may get more advanced later if more directional thrusters get added to ships ... :-)
v1.2.0 - internal improvements to hull (ship) definitions
This has been in beta for a little while and nothing major has come up so we're releasing it and moving on with v1.3.0 which adds controller support! Beta for that should be out soon :-)
1.2.0 Change Log
Restructured the way ships ("hulls") are defined in code and text files. Now each ship has its icon, texture, and text-based data under a single directory named for the ship.
We've created a guide on How to Add a New Ship based on this version.