In November we kept the momentum going. The event system was enhanced, giving us the ability to reference more details such as the random amount of a resource the player needed to give, or the name of the ship that the player was using. We can now set the health of any ship directly from the event as well, and… Read more →
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October Dev Update
October was an eventful month for us… because we mostly worked on the event system. (See what I did there?) Here’s how events work. Every ship you encounter is associated with an event. Some events feature a lone vessel, but they can also involve different factions and multiple ships. An event featuring two ships: a ransomed Corp ship and… Read more →
September Dev Update
We had a productive September working on XO. Here’s what we accomplished: Heru’s biggest accomplishment in September was a major refactor of the game code that brought us a major performance gain. Progress on that went faster than expected. Once we had the gains we needed, we decided to defer the remaining smaller bits until after alpha and refocus on… Read more →
August Dev Recap
August was another solid month of development. Here’s a summary of what we were up to: The minimap was improved with colors denoting the friendliness of ships around you. Blue ships are in your fleet. Ships you have selected show up white. Harvesters are purple. As expected, it makes an enormous difference in how useful the map is. There’s only… Read more →
July Dev Update
In July we continued to make good progress on XO. Read on for the details! We’ve ironed out a pipeline for visual effect creation and have a near-final effect for the Hail action in place now. I love the way these effects are looking and I’m very excited to add more. We continued to add icons for fleet ships, but… Read more →
June Dev Recap
June was a good month; we got a lot done. Many things are coming together nicely. We’ve begun to put effort towards the various actions you can perform in the game with ships. In June we worked on the Protect action since it is pivotal to the game. All of the edge cases for Protect (that we have been able… Read more →