Happy new year everyone. Here’s our December in-depth dev update! Attackships off Toit Functionality and UI A lot of work was done on the galactic map, and I’m happy to say that it’s completely finished. The galactic map shows all of the destinations by relationship, and also allows you to easily see which factions own which destinations. There’s now a… Read more →
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2018 November Dev Update
Here’s our November in-depth dev update! Functionality Characters now only use accessories specific to their faction. The way it works is that the game chooses a gender for each ship’s role. Then we randomly choose one each of three different faction-specific accessories. We have functionality for a fourth accessory; I may be adding that to some factions. And while I’m… Read more →
2018 October Dev Update
Read on for our October in-depth dev update! Formation attack! Functionality Mining ore and melting ice is now fully complete. Mining ships mine ore by default, but you can also tell them to melt ice or defend the fleet. Ore mining rates are now tied to the quality of ore at a given destination. A mining ship must now… Read more →
2018 September Dev Update
Here’s our September in-depth development update for XO! An epic battle Functionality For me our biggest accomplishment was implementing faction leaders and the four initial faction leader powers. This is a big deal, because faction leaders and their powers are pretty much the last pieces of core game functionality remaining. CAUTION: we still have lots of work to do!… Read more →
2018 August Dev Update
We got a lot done in August, here’s a very full update! Preparing to evacuate a station For me the biggest accomplishment in August were fleet events. Fleet events start immediately when you emerge from jump at a new destination. Some fleet events are purely narrative and help set the tone as the chaos unfolds. Some give tips… Read more →
2018 July Dev Update
July wrapped up another solid month of development for us. Read on for all the details! Probably the most important piece of functionality in July was the completion of the event spawning rules. These govern how, where, when and what kinds of events are generated. They’re a fairly complex set of interlocking rules, and I’m very happy to say that… Read more →