We got many feedbacks after version 0.57, so there is quick update mainly based on your recent suggestions. Rotation during building changed again, now it should be more convenience. One additional frame for more interesting ship designs and several bug fixes.
Change log
Major improvements and gameplay changes
Added new module: Frame 2:1 adapter
Minor improvements
Added buttons to switch on next \ previous ship
45 degrees step during module rotation is returned back, but with the Left Shift the step will be 90 degrees. Control keys changed to A \ D.
Bug fixes
Green preview modules no longer highlights as selected object, actually, ability to select something is disabled during build mode
Sometimes user can accidentally disconnect modules joints during building process, now it impossible
Not sure, but rare issue when you cannot build anything should be solved
Collider of new corner frames is fixed, now it does not flickers when you try to build it to each other
Solved an issue when you got two preview modules under cursor, weapon and other module
Module preview does not fly away when you hover cursor over interface element
Parabola \ Hyperbola trajectory stops simulation when hit into planet or star surface
We got many feedbacks after version 0.57, so there is quick update mainly based on your recent suggestions. Rotation during building changed again, now it should be more convenience. One additional frame for more interesting ship designs and several bug fixes.
Change log
Major improvements and gameplay changes
Added new module: Frame 2:1 adapter
Minor improvements
Added buttons to switch on next \ previous ship
45 degrees step during module rotation is returned back, but with the Left Shift the step will be 90 degrees. Control keys changed to A \ D.
Bug fixes
Green preview modules no longer highlights as selected object, actually, ability to select something is disabled during build mode
Sometimes user can accidentally disconnect modules joints during building process, now it impossible
Not sure, but rare issue when you cannot build anything should be solved
Collider of new corner frames is fixed, now it does not flickers when you try to build it to each other
Solved an issue when you got two preview modules under cursor, weapon and other module
Module preview does not fly away when you hover cursor over interface element
Parabola \ Hyperbola trajectory stops simulation when hit into planet or star surface
Seems like save load from previous 0.56 version does not works on any system except Windows 64 bit, sorry for that. It was very strange bug, we still not sure why exactly it happens, but now it should works.
We prepare to implement a multiplayer, (cant wait for it!). And it will takes some time, maybe a week. :) So we want to solve some bugs and makes some minor improvements.
So, we added couple of new parts with diagonal joints, which allows to build more interesting ship designs.
And also we added the Warp Drive! No interstellar traveling through, but this is a fast way to travel inside star system.
We plan to make it not very expensive and make it as a main way for navigation around the system, instead of orbital maneuvering. But orbital mechanics still there and pilots should remember about it when they want to setup a satellite or just park their ship.
It slightly similar with some open-world RPG's, you can use "fast travel" between the cities, or you can walk between them, for slower, but more atmospheric experience. But in case of Celestial Command "fast travel" will require special, massive device and decent amount of energy. And actually this "fast travel" does not breaks the game rules.
Also, Mass of the star decreased almost 35 times, that means that planets moving much slower and does not take very important participation in navigation on the system. But you still can feel their moving, The orbital period of planets now somewhere between 20 and 90 minutes, so after some play time you can note that planets changed their positions. We think it should be pretty interesting game element when we implement a trade between planets.
Unfortunately, previous save files will not works in new version, so you should delete it. Since save load don't worked for many people in previous version, it should not be a problem. We used this opportunity to make a save system more flexible in order to minimize this situation in the future.
Change log
Major improvements and gameplay changes
Added the Warp Drive
Added 2 new not-rectangular modules with diagonal joints. Corner Frame and Long Corner Frame (mirroring still not added, but it will be available soon)
Now module preview rotates smoothly, instead of fixed 90 degree step, hotkeys of rotation is changed to Q \ E
Mass of the star decreased almost in 35 times, now planet movement is much slower
Minor improvements
Radar and mining drill now requires a power in order to works
Options window is slightly redesigned
Bug fixes
Save load now should works more correctly
Bug with displaying Windows font on Linux systems now should be fixed
Fixed an issue with zoom on the Mac
Solved a problem with collider of large turret platform, now you can place a modules from left and right from it
Seems like save load from previous 0.56 version does not works on any system except Windows 64 bit, sorry for that. It was very strange bug, we still not sure why exactly it happens, but now it should works.
We prepare to implement a multiplayer, (cant wait for it!). And it will takes some time, maybe a week. :) So we want to solve some bugs and makes some minor improvements.
So, we added couple of new parts with diagonal joints, which allows to build more interesting ship designs.
And also we added the Warp Drive! No interstellar traveling through, but this is a fast way to travel inside star system.
We plan to make it not very expensive and make it as a main way for navigation around the system, instead of orbital maneuvering. But orbital mechanics still there and pilots should remember about it when they want to setup a satellite or just park their ship.
It slightly similar with some open-world RPG's, you can use "fast travel" between the cities, or you can walk between them, for slower, but more atmospheric experience. But in case of Celestial Command "fast travel" will require special, massive device and decent amount of energy. And actually this "fast travel" does not breaks the game rules.
Also, Mass of the star decreased almost 35 times, that means that planets moving much slower and does not take very important participation in navigation on the system. But you still can feel their moving, The orbital period of planets now somewhere between 20 and 90 minutes, so after some play time you can note that planets changed their positions. We think it should be pretty interesting game element when we implement a trade between planets.
Unfortunately, previous save files will not works in new version, so you should delete it. Since save load don't worked for many people in previous version, it should not be a problem. We used this opportunity to make a save system more flexible in order to minimize this situation in the future.
Change log
Major improvements and gameplay changes
Added the Warp Drive
Added 2 new not-rectangular modules with diagonal joints. Corner Frame and Long Corner Frame (mirroring still not added, but it will be available soon)
Now module preview rotates smoothly, instead of fixed 90 degree step, hotkeys of rotation is changed to Q \ E
Mass of the star decreased almost in 35 times, now planet movement is much slower
Minor improvements
Radar and mining drill now requires a power in order to works
Options window is slightly redesigned
Bug fixes
Save load now should works more correctly
Bug with displaying Windows font on Linux systems now should be fixed
Fixed an issue with zoom on the Mac
Solved a problem with collider of large turret platform, now you can place a modules from left and right from it
Hello dear followers! This update took 6 days but now the save \ load is finally implemented!
We are accustomed to perceive save\load feature as something usual, but this feature is pretty hard to implement. And now it finally here.
We should note that the system is not perfect, for now it does not save projectiles and some parameters such as camera zoom, selected module or currently active ship. We'll improve it later.
Also we hopes that our system is good enough to avoid reset of the saved games in the future. But since the game is still in the active development and can be changed dramatically, it is possible. Anyway, we will inform you in advance if it will happen.
Also Steam API is temporary disabled, so when you pressing "Visit development blog" in the main menu, it will opens new page in your browser, instead of Steam overlay. We will return Steam API in the next month.
Change log
Major improvements
Save Load
Minor improvements
Now you can enable FPS counter in the options
Markers of the ships is redesigned
Upd: Oops. We was so tired that we forgot to test the Steam build. Loading is not worked but we already fixed it in 20-30 minutes. Sorry for everyone who already played in first 20-30 minutes after update.
Hello dear followers! This update took 6 days but now the save \ load is finally implemented!
We are accustomed to perceive save\load feature as something usual, but this feature is pretty hard to implement. And now it finally here.
We should note that the system is not perfect, for now it does not save projectiles and some parameters such as camera zoom, selected module or currently active ship. We'll improve it later.
Also we hopes that our system is good enough to avoid reset of the saved games in the future. But since the game is still in the active development and can be changed dramatically, it is possible. Anyway, we will inform you in advance if it will happen.
Also Steam API is temporary disabled, so when you pressing "Visit development blog" in the main menu, it will opens new page in your browser, instead of Steam overlay. We will return Steam API in the next month.
Change log
Major improvements
Save Load
Minor improvements
Now you can enable FPS counter in the options
Markers of the ships is redesigned
Upd: Oops. We was so tired that we forgot to test the Steam build. Loading is not worked but we already fixed it in 20-30 minutes. Sorry for everyone who already played in first 20-30 minutes after update.
So, there is our development plan. The plan is not fully correct and it can be changed, but for now it describes the priorities of various features, from highest to lowest.
Save Load
Non-rectangular modules which allows to build more interesting designs
Multiplayer
Production, Salvaging, Ammo
Warp drive, tractor beam, energy shields, torpedos, harpoons
Crew
Advanced AI
Trade
Random generated missions
Resource extraction from planets
Also, bugfixes and various minor improvements have a maximum priority in most cases.
So, there is our development plan. The plan is not fully correct and it can be changed, but for now it describes the priorities of various features, from highest to lowest.
Save Load
Non-rectangular modules which allows to build more interesting designs
Multiplayer
Production, Salvaging, Ammo
Warp drive, tractor beam, energy shields, torpedos, harpoons
Crew
Advanced AI
Trade
Random generated missions
Resource extraction from planets
Also, bugfixes and various minor improvements have a maximum priority in most cases.
Hello! Another quick update here. Until save\load still not implemented, we decided to add several creative tools, so now you can refill your fuel tanks for free, and enjoy by watching battle between two fleets.
Now you can create a copy of your active ship and give it under control for ally or enemy. Warring faction will automatically shoot at each other with all available weapons. Until there is no advanced AI, make sure that you connect your lasers to the power source before creating copy of the ship.
Besides, this is not a simple update for us. After we launched Celestial Command 19 days ago, we got many offers from various reviewers and writers of various game portals for free keys, but we decide to wait for some time to improve the game a bit. And now we finally ready to show the game for wider society.
Also we want to thank all who already now help us by creating video, streams and publish information on various web-sites.
So, the next update will takes several days. Now we'll be fully focused on the save\load system and we plan to please you with it in next update.
Change log
Major improvements and gameplay changes
Added several creative tools which allows to made some fun with AI and got a free fuel
Minor improvements
Asteroids now rotates (actually it rotates since 0.542, but now they are don't stops after a minute)
Info panel for sector of the asteroid is slightly redesigned
Added more descriptions for various interface elements
Interface elements slightly rearranged
Added button for reset camera pan to default state
New center of mass button icon
Bug fixes
Drones can be selected when they are above modules
Hello! Another quick update here. Until save\load still not implemented, we decided to add several creative tools, so now you can refill your fuel tanks for free, and enjoy by watching battle between two fleets.
Now you can create a copy of your active ship and give it under control for ally or enemy. Warring faction will automatically shoot at each other with all available weapons. Until there is no advanced AI, make sure that you connect your lasers to the power source before creating copy of the ship.
Besides, this is not a simple update for us. After we launched Celestial Command 19 days ago, we got many offers from various reviewers and writers of various game portals for free keys, but we decide to wait for some time to improve the game a bit. And now we finally ready to show the game for wider society.
Also we want to thank all who already now help us by creating video, streams and publish information on various web-sites.
So, the next update will takes several days. Now we'll be fully focused on the save\load system and we plan to please you with it in next update.
Change log
Major improvements and gameplay changes
Added several creative tools which allows to made some fun with AI and got a free fuel
Minor improvements
Asteroids now rotates (actually it rotates since 0.542, but now they are don't stops after a minute)
Info panel for sector of the asteroid is slightly redesigned
Added more descriptions for various interface elements
Interface elements slightly rearranged
Added button for reset camera pan to default state
New center of mass button icon
Bug fixes
Drones can be selected when they are above modules