2018 June Dev Update

Hello everyone! I asked our Kickstarter backers last month if people wanted longer updates and the response was overwhelmingly yes so I’m pleased to add another good long one detailing what we were able to accomplish in June working on XO. The biggest victory for me was our work on the starmap. Here’s a before and after:   Old starmap… Read more →

2018 May Dev Update

It’s time for our monthly update on XO’s progress.  May was another productive month as you’ll see. This is the longest update we’ve ever done, mostly because a lot of items we have been working on over time happened to get completed last month.   Defending the fleet   You may recall that the enemies in the game are called… Read more →

2018 April Dev Update

  A farmship in need of rescue   Here’s what we got done on XO last month: Overall, the game just got a lot harder to play. And that’s a good thing. The player must now have the right kind of relationship with a ship in order to persuade it to join your fleet (using peaceful means). You can always… Read more →

2018 March Dev Update

We continued making good progress working full time on XO in March. Here’s what we accomplished:   A fleet in orbit off Cih   Alexander finished out ship icons for the Empire destroyer and gunboat. Heru added three important new features to our events system – Triggers, locationChanged and endEvent. Triggers allow us to set up conditions, and if they… Read more →

2018 January and February Dev Update

So here’s what we’ve been up to in January and February…     Much time was invested in continuing to refine ship movement. Heru smoothed out the rotation and braking cycles nicely. Heru also fixed a few bugs and covered edge cases with formations and multiple ship intercepts. We still need to get ships and groups of ships to match… Read more →

December Dev Update

December was another great month for development on XO.   An attack formation leaving the fleet   Continuing with our work on the event system, we can now have a second level of choices that return back to the first. We use this to allow the player to ask questions during an event without committing to an action. For a… Read more →