DevUpdate 5 - Save the universe! (and Time Lords with the power of un-blooming it)
Hello there!
What happened this week?
Saving/loading I've finally gotten around to working on saving/loading.
Before, there was a lot of time wasted when loading a game.
As an example: Loading a game always generated a new Universe (filled with generated galaxies and sectors), just to overwrite it with the saved universe (and galaxies and sectors).
Now the game just prepares the maps, keeps them empty, and fills them with the previously made save.
Shiny shiny shiny shiny spaceshiiiip
I'll admit, I am one of those people that really like a nice bright bloom in their games.
I am aware that not everyone does, that's why the game now has a slider to regulate the amount of bloom... and a nice little tickbox to turn it off completely.
Alotta Balancing Since I want this game to be tested as soon as possible. A lot of time this week went into the balancing.
Time Lord Added a time scaling panel to the UI. Currently there is 0x, 1x, 2x, and 4x speed. The feature is not completely bug free yet (the feature is, but the AI isn't), so use it with caution.
DevUpdate 4 - Placeables and Models (again)
Hello there!
What happened this week?
Models and Stuff
added a model for a trading station
added a few models for random debris, including asteroids and metal pieces
Sector Editor
Added placable decorations
○ 3 Asteroids
○ Destroyed Station
○ Destroyed Fighter S
○ Destroyed Cruiser
Placed objects got a transform gizmo
○ This allows changing size, position and rotation
○ It will come in handy for preparing scenes for the story
Balancing
Enemy cruisers got a higher weapon range and do more damage
Player Station cannons do less damage now
Changed some module prices to make them harder/easier to build
Research
Added a tier system to the research
Tier0 - can be researched from the start, no Lab Module needed (double research time without lab)
Tier1 - requires a Lab Module
Tier2 - requires a Lab Module and requires at least 1 research to unlock it
Changed some research-reciepes to make more sense
More coherent research window (work in progress)
Bugfixes
Fighters that started from the player station decided to stuck in 'starting' state and circle around their target position without ever reaching it
Some performance breaking functions were changed
DevUpdate 3 - Pilots and Models
Hello there!
(a late) What happened this week?
Fighters A lot of work this week was put into the fighter pilots.
They now have names and learn how to use their weapons.
I added an accuracy calculation. That lets them miss their target and is influenced by their rank. Firing their weapons lets them gain experience and slowly rank up.
Their rank also influences the efficiency of their ships armor.
While I was working on them, I've also managed to squash a bug that occasionally prevented them from engaging in combat.
Models and Stuff Right now, I am working on some effects for the 'Metal Press' animation. There is a basic version for sparks integrated. I am not entirely happy with them yet, so they will be refined later on.
The 'Storage Maker' and the 'Engine Factory' got fully textured models. Those are work in progress and will get more details.
Balancing the modules I've started the balancing for the building mechanic. Now all available items are used in building modules.
All them Hauler just died!!?? Should you run out of haulers ( pesky pirates! ), it is now possible to build a 'Scrap Hauler'. This hauler is stiched together from parts of your station (so building it damages your station ), is really slow and has a tiny storage.
This prevents a deadlock that makes progress impossible.
DevUpdate 2 - Hello Commander
What was done the past week?
Well, a lot.
Ship Overview and Ship Commands I have redesigned the 'ship overview window' to make it more coherent with the rest of the UI. It's still a work in progress, but slowly looks like I want it to.
here some details:
Added an information icon for each individual ships. This icon shows you the current task.
Added a text for a pilots name and an info icon for their current rank.
( This is just a cosmetic thing right now, pilots will have different names and aim precision later on )
Added a "command" button to each indiviual ship in the overview. It is context sensitive and lets you give commands to your ships:
- A flying/working/fighting ship can be called back to the hangar
- A landed fighter can be started
Additionally to that, Fighters that start without a target (because there is none within their scan range) will take formation around the station and follow it.
This is very handy if you see enemies at the horizon and can't afford the time it takes for your ships to start.
Flying fighters can now be selected and given direct attack orders on enemy ships.
Added a "cruise mode" for ships. It is activated if the distance to a target is high enough.
The 'Fighter S' got new textures (from..'no textures', so I guess it just got textures).
It now represents the shoddy state it is supposed to be in.
Here a render of the pirate livery version:
..and as always:
bugs have been fixed and balancing changes have been made
Progress ...and hello there!
Welcome in space!
This is the first entry to keep you up to date with the development of "It's Not A Moon".
I am making good progress in developing the game. I didn't find any "unsolvable" problems yet (there is no such thing as unsolvable) and I am still aiming for an early 2019 release.
Over the christmas holidays, I've visited my mother in law.
..so I had a lot of time ːsteammockingː.
I have added some new Items to the game and changed the requirements for the ships and modules to use those items in their production.
That gave the game a bit more complexity and, because I needed more modules that make this production possible, a bigger variation to customize the station.
One of these modules is the plating production Facility. It smashes Iron and Steel bars into armor plates for your modules and ships.