Celestial Command - Artaani
Hello! Quick one-day update here!

Today we worked on save load. Made a very good progress. It still not ready yet, but soon.
Until then, some little improvements and bug fixes. Turrets no longer trying to blow up own ship, that is good. Now we can enjoying with the automatic defense system.

Change log

Minor improvements
  • When turrets is active, you can see firing trajectory for better accuracy
  • When turrets in the auto mode they are shows their firing arc
  • Added safe mechanism which does not allow the turrets to shoot at own ship
  • Turrets no longer shooting at own ships in the auto mode (in most cases)
  • Collision damage increased twice, impact threshold decreased twice, now try to fly safe

Bug fixes
  • AI of turrets stops to shoot a target if it is out of reach
  • Sometimes asteroids and NPC ships can be created inside each other, now it fixed.
Celestial Command - Riya Makary
Hello! Quick one-day update here!

Today we worked on save load. Made a very good progress. It still not ready yet, but soon.
Until then, some little improvements and bug fixes. Turrets no longer trying to blow up own ship, that is good. Now we can enjoying with the automatic defense system.

Change log

Minor improvements
  • When turrets is active, you can see firing trajectory for better accuracy
  • When turrets in the auto mode they are shows their firing arc
  • Added safe mechanism which does not allow the turrets to shoot at own ship
  • Turrets no longer shooting at own ships in the auto mode (in most cases)
  • Collision damage increased twice, impact threshold decreased twice, now try to fly safe

Bug fixes
  • AI of turrets stops to shoot a target if it is out of reach
  • Sometimes asteroids and NPC ships can be created inside each other, now it fixed.
Dec 6, 2014
Celestial Command - Romenics
Hi, we already miss you. This update took a whole 6 days. Wow, how other developers can wait for months :)

The list is not very large as 6 daily update, Artaani was a little unwell, don't worry, nothing serious and already alright, and we have had issues in the University, in our country universities is a hell, actually it takes 80% of the time and greatly interfere the development, we hate it for that.

So, after this topic we came up with the following plan, craft system -> save load -> multiplayer. We worked on craft system and save load and we have made good progress, but it's still not ready, so let's leave it for the next update.

Mining device was redesigned, it's unnecessary to force you to hold the button for mining, so now you need just to direct the device to the asteroid and resources will be mined automatically.

Also we managed to deal with the integration of Steam, this will allow us to implement the achievements and others Steam features.

Yes, since the last update we need to improve the new connectors system, but we decided that it works fine and now is more important to focus on craft and save load. Besides, we are periodically working on overall code improvement, it does not brings new features, but allows us to implement them in the future.



Change log

Major improvements and gameplay changes
  • New mining device
  • Added ability to show velocity vector relative to selected target
  • New asteroids model (but not final), asteroids now have a mass and amount of content relative to their size

Minor improvements
  • Added ability to pan camera in limited range by holding right mouse button (N button for reset to default state)
  • Controls setting now properly saved between game sessions,
  • Interface buttons now displays properly hotkey after it was changed in controls setting

Bug fixes
  • Asteroids no longer pass through each other
  • Radar no longer continues to work after it was detached from command module
  • Radar markers do not remain after radar was destroyed
  • Landing on the star is no longer possible, now it will destroy everything on contact
  • Liquids now can be stored only in storages for liquids, and solids in storages for solids
  • Info panel in build menu no longer remains after build menu was closed while cursor was on it
  • Fixed an issue with the colliders of corridors
  • Solved bug with flickering selection frame
  • Projectiles no longer hits the radar radius circle
Dec 6, 2014
Celestial Command - Romenics
Hi, we already miss you. This update took a whole 6 days. Wow, how other developers can wait for months :)

The list is not very large as 6 daily update, Artaani was a little unwell, don't worry, nothing serious and already alright, and we have had issues in the University, in our country universities is a hell, actually it takes 80% of the time and greatly interfere the development, we hate it for that.

So, after this topic we came up with the following plan, craft system -> save load -> multiplayer. We worked on craft system and save load and we have made good progress, but it's still not ready, so let's leave it for the next update.

Mining device was redesigned, it's unnecessary to force you to hold the button for mining, so now you need just to direct the device to the asteroid and resources will be mined automatically.

Also we managed to deal with the integration of Steam, this will allow us to implement the achievements and others Steam features.

Yes, since the last update we need to improve the new connectors system, but we decided that it works fine and now is more important to focus on craft and save load. Besides, we are periodically working on overall code improvement, it does not brings new features, but allows us to implement them in the future.



Change log

Major improvements and gameplay changes
  • New mining device
  • Added ability to show velocity vector relative to selected target
  • New asteroids model (but not final), asteroids now have a mass and amount of content relative to their size

Minor improvements
  • Added ability to pan camera in limited range by holding right mouse button (N button for reset to default state)
  • Controls setting now properly saved between game sessions,
  • Interface buttons now displays properly hotkey after it was changed in controls setting

Bug fixes
  • Asteroids no longer pass through each other
  • Radar no longer continues to work after it was detached from command module
  • Radar markers do not remain after radar was destroyed
  • Landing on the star is no longer possible, now it will destroy everything on contact
  • Liquids now can be stored only in storages for liquids, and solids in storages for solids
  • Info panel in build menu no longer remains after build menu was closed while cursor was on it
  • Fixed an issue with the colliders of corridors
  • Solved bug with flickering selection frame
  • Projectiles no longer hits the radar radius circle
Nov 30, 2014
Celestial Command - Riya Makary
Hello!
Today we want to make you happy by the new major update. Of course the feature list is not that large, but it was quite complex update on basic mechanics so it took a whole 4 days.

We have received your messages about the bad connection system, and boring dragging lines from one container to another, so!

The system has been almost completely redesigned. Now you can display all the connections using the button and now should be much easier to work with them.

Added the possibility to detach and attach the modules without removing them magically. Now you can attach yourself drifting modules. In addition, if you want to add something in the center of your ship, you don't need to remove the existing modules, instead dismantle it, install the new parts and assemble again. Let's shipyards begins!

These new changes are pretty crude, Yes, we know that the connector system can be improved and there are some bugs, but we will release a new update in the next couple of days.

Thanks you and see you soon. )

Change log

Major improvements and gameplay changes
  • Resource connection system has been reworked (unfinished)
  • Resources storages can be connected to each other for automatic chain transfer
  • Joints of the modules can be detached and reattached with drifting objects
  • Now you can change hotkeys in options (unfinished)

Minor improvements
  • Modules during build mode now snaps to nearest joints
  • Stabilizer now have very well accuracy and can stabilize rotation up to 0.001 deg\s
  • Orbital parameters now displayed with monotype font
  • Ship direction pointer now hiding when the camera follow object rotation

Bug fixes
  • Orbital parameters now does not display long values such as "2.60000001"
  • Fixed the bug when you cannot transfer resources between docked ships while it docked with several ships at once
  • In the 0.52 update all modules got the prefix "(clone)" in their names, now it fixed
Nov 30, 2014
Celestial Command - Riya Makary
Hello!
Today we want to make you happy by the new major update. Of course the feature list is not that large, but it was quite complex update on basic mechanics so it took a whole 4 days.

We have received your messages about the bad connection system, and boring dragging lines from one container to another, so!

The system has been almost completely redesigned. Now you can display all the connections using the button and now should be much easier to work with them.

Added the possibility to detach and attach the modules without removing them magically. Now you can attach yourself drifting modules. In addition, if you want to add something in the center of your ship, you don't need to remove the existing modules, instead dismantle it, install the new parts and assemble again. Let's shipyards begins!

These new changes are pretty crude, Yes, we know that the connector system can be improved and there are some bugs, but we will release a new update in the next couple of days.

Thanks you and see you soon. )

Change log

Major improvements and gameplay changes
  • Resource connection system has been reworked (unfinished)
  • Resources storages can be connected to each other for automatic chain transfer
  • Joints of the modules can be detached and reattached with drifting objects
  • Now you can change hotkeys in options (unfinished)

Minor improvements
  • Modules during build mode now snaps to nearest joints
  • Stabilizer now have very well accuracy and can stabilize rotation up to 0.001 deg\s
  • Orbital parameters now displayed with monotype font
  • Ship direction pointer now hiding when the camera follow object rotation

Bug fixes
  • Orbital parameters now does not display long values such as "2.60000001"
  • Fixed the bug when you cannot transfer resources between docked ships while it docked with several ships at once
  • In the 0.52 update all modules got the prefix "(clone)" in their names, now it fixed
Nov 26, 2014
Celestial Command - Riya Makary
Hello dear followers!

This update took a little more time, but 3 days for an update is not bad, huh? )

The interface was improved, now you can find discriptions, hotkeys and tips.
Fuel Generator (electrolizer) now works! Let's catch those asteroids for fuel! )

Yes, now connecttion can be a bit tricky, but we got your requests and in next update the connector systems will be redesigned and stops to be a boring

Also, seems like some people don't like a music, not sure why. Yes, now we have only 3 tracks, we bought it from the audio stock for 15$ and we don't have a money for additional music (we are not very rich ). Our first revenue from selling we can get from Valve only after a month or something like that. When we got it we will buy more audio content.

By the way, music plays not all time of the game, this is not a bug, it starts to play each 5 minutes and we think it's okay.

So, time to change log!

Change log

Major improvements and gameplay changes
  • No more free fuel, only some start amount, now you should replenish it
  • Fuel Generator (electrolizer) got a new model and it actually works, it converts ice into oxygen and hydrogen by using power
  • Now you can find neutral ships which can be looted for fuel after docking
  • Enemies also can be looted for fuel after its command module was destroyed
  • Added ability to align camera rotation with observed object
  • Now many interface elements have a descriptions and hotkeys
  • Grabber got a new model

Minor improvements
  • Construction window now can be dragged and scrolled by mouse wheel
  • Added pause
  • Added deconstruction button
  • Added "View selected object" button
  • Added deconstruction button
  • Added tip during construction (can be disabled in the options)
  • Default music volume has been decreased to 40% (seems like it was loud for some people)

Bug fixes
  • The stabilizer is no longer interferes with the player to control its ship
  • Stabilizer button now works properly during switching between ships
  • Command Module cannot be deconstructed
  • Now you can deconstruct a modules only on the current ship
  • Storage icons now properly displays for the current and all docked ships
  • Sometimes cursor cannot selected anything, now it fixed
  • Docking port and grabber now cannot hold an object after docking port \ grabber was destroyed
  • Now you cannot change zoom when the menu is open

When we wrote this post first time, text editor just broke it and it was lost. This is a recreation of first message, so change log probably lacks some things.


Nov 26, 2014
Celestial Command - Riya Makary
Hello dear followers!

This update took a little more time, but 3 days for an update is not bad, huh? )

The interface was improved, now you can find discriptions, hotkeys and tips.
Fuel Generator (electrolizer) now works! Let's catch those asteroids for fuel! )

Yes, now connecttion can be a bit tricky, but we got your requests and in next update the connector systems will be redesigned and stops to be a boring

Also, seems like some people don't like a music, not sure why. Yes, now we have only 3 tracks, we bought it from the audio stock for 15$ and we don't have a money for additional music (we are not very rich ). Our first revenue from selling we can get from Valve only after a month or something like that. When we got it we will buy more audio content.

By the way, music plays not all time of the game, this is not a bug, it starts to play each 5 minutes and we think it's okay.

So, time to change log!

Change log

Major improvements and gameplay changes
  • No more free fuel, only some start amount, now you should replenish it
  • Fuel Generator (electrolizer) got a new model and it actually works, it converts ice into oxygen and hydrogen by using power
  • Now you can find neutral ships which can be looted for fuel after docking
  • Enemies also can be looted for fuel after its command module was destroyed
  • Added ability to align camera rotation with observed object
  • Now many interface elements have a descriptions and hotkeys
  • Grabber got a new model

Minor improvements
  • Construction window now can be dragged and scrolled by mouse wheel
  • Added pause
  • Added deconstruction button
  • Added "View selected object" button
  • Added deconstruction button
  • Added tip during construction (can be disabled in the options)
  • Default music volume has been decreased to 40% (seems like it was loud for some people)

Bug fixes
  • The stabilizer is no longer interferes with the player to control its ship
  • Stabilizer button now works properly during switching between ships
  • Command Module cannot be deconstructed
  • Now you can deconstruct a modules only on the current ship
  • Storage icons now properly displays for the current and all docked ships
  • Sometimes cursor cannot selected anything, now it fixed
  • Docking port and grabber now cannot hold an object after docking port \ grabber was destroyed
  • Now you cannot change zoom when the menu is open

When we wrote this post first time, text editor just broke it and it was lost. This is a recreation of first message, so change log probably lacks some things.


Celestial Command - Artaani
So! As you see, we're trying to make an updates almost everyday, hope you like.
But you probably want to know about more long-terms plans.

We are not sure, look, we have several main direction:

Save \ Load
Multiplayer
Procedural missions
Craft system
New tools and weapons

Also there is “bugfixes” but it is out of the list because we working on it anytime.

So, what from the list is a priority? What we thinking.
Save \ Load is pretty useless until the game don't have some kind of “game progress”. Craft system and missions will give that “game progress”.

So there is a plan A:
Basic craft \ missions → Save Load System → More craft and missions

But there is a another plan B:
First Multiplayer → then plan A.

Multiplayer is a very powerful thing, Any game with a multiplayer is dramatically better then the game without it. Flying with friend is much better and it can bring the PvP experience. We feel that we can implement the multiplayer in probably a week, or even earlier.

There is two arguments for the plan B:
1. Multiplayer is easier to implement when it begins in early stage of the development.
2. There is a idea that the game without survival mode but with multiplayer is more fun than the game without multiplayer but with survival mode, but maybe we are wrong.

Or maybe plan C, which is hybride of plans A and B:
Basic craft \ Multiplayer → Then plan A.

So, what do you think?
Celestial Command - Artaani
So! As you see, we're trying to make an updates almost everyday, hope you like.
But you probably want to know about more long-terms plans.

We are not sure, look, we have several main direction:

Save \ Load
Multiplayer
Procedural missions
Craft system
New tools and weapons

Also there is “bugfixes” but it is out of the list because we working on it anytime.

So, what from the list is a priority? What we thinking.
Save \ Load is pretty useless until the game don't have some kind of “game progress”. Craft system and missions will give that “game progress”.

So there is a plan A:
Basic craft \ missions → Save Load System → More craft and missions

But there is a another plan B:
First Multiplayer → then plan A.

Multiplayer is a very powerful thing, Any game with a multiplayer is dramatically better then the game without it. Flying with friend is much better and it can bring the PvP experience. We feel that we can implement the multiplayer in probably a week, or even earlier.

There is two arguments for the plan B:
1. Multiplayer is easier to implement when it begins in early stage of the development.
2. There is a idea that the game without survival mode but with multiplayer is more fun than the game without multiplayer but with survival mode, but maybe we are wrong.

Or maybe plan C, which is hybride of plans A and B:
Basic craft \ Multiplayer → Then plan A.

So, what do you think?
...