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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Hey guys, if you had trouble logging in as demos on Community 1 it should now be fixed.
Sorry for any inconvience!
Hey guys, 0.99 is up. This update brings a couple of main features.
The first being Cameras. Cameras come in 3 types(Copper, Steel and Titanium) with increasing video quality and health. They all are accessed via the Camera Monitor, which allows you to see through the eyes of multiple Cameras as well as rotate them. Traditionally in real life we use Cameras for security, however the best use for these new cameras in-game is navigation and awareness. You can control them while your driving and switch between them at any time, including Cameras on docked ships. So strategically placed Cameras can help you dock, park and manoeuvre medium to large ships much easier when you have multiple points of view to do so. Without ruining the perspective with having something like a third person view for the whole ship. They could also be used as security for a larger ship.
Horizontal Wedges have been requested for quite a long time, since the addition of 'vertical' wedges. These are wedges with the slope being horizontally facing. Much like their vertical cousins, they are added at the mesh generation level to make them nice and fast which took a bit of time to get right. Horizontal Wedges exist as a separate item for all their vertical counterparts and are named H-Wedges. This is to make it a bit easier to place them, placing all of the angles with the vertical and horizontal wedges together in one item proved pretty awkward. Although it's not quite as nice as I'd like, to place H-Wedges in set directions you need to place them against a horizontal wall to align them in set directions. Which is a bit different from the Vertical ones which are based on the way your pointing when placing them but proved slightly easier for reliability.
The third and quite time consuming part of this update has been redoing Linux compatibility for the client. Pretty much across the board people host game servers on Linux, the infrastructures already exist and it's cheaper for anyone to rent them due to the Windows licensing fees. The server used to run on Linux through Mono, but as the codebase got bigger and more complex it lost that compatibility, however now Mono is much better and it's pretty important so I spent some time making sure it's back in action. Porting some of the steam stuff the server relies on proved quite awkward and so did the tiny differences between how the game server runs on both platforms, but it's all been wrapped up. Including the minor changes you previously needed to make to script project files run under Linux is handled by the server automatically. The game should be fine to run on a recent version of Mono If you run into any weird incompatibilities with Mono 4.2 or above shoot me a line as it's difficult to manually test all of the game by myself.
You can check out the rest of the changes below. Sorry for the delay on the update overall, I've been having some health issues that's making progress on some days a little difficult.
If you'd like to try being a bandit of the Sky before purchasing Sky Nations a demo is now available on Steam. You can even play with your friends in multiplayer! Check it out here.
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