Jun 19, 2015
Celestial Command - Riya Makary
Hello again!
Long 3 weeks we have left you without news, but I hope this update was worth it. Maybe the list of updates is not as big as I would like, but most time we spent on bug fixing and various code improvements. It should help to make next updates more easier and with more new features.
However, this update brought some new features.


Change log

Improvements
  • Two new models for two command modules.
  • Production system completely reworked. Only crew members inside engineering bay can build new modules. Engineers gains experience. The mass of module is uqual to mass of required resources.
  • New ships can be constructed only on the ship with engineering bay and engineers.
  • Crew can be moved by drag and drop, the interface is complitely redesigned, added new info panel, descriptions, ability to change name and rank.
  • Better drag and drop for resources, added icons which determines type of container, for liquids or solid content.
  • Added possibility to rotate camera by holding Z or middle mouse button.
  • Unity engine is updated to version 5.1. It brings better performance and some new features for multiplayer which is will be implemented in further updates.
  • The mass of the star is significantly reduced, this reduces the orbital period of the planets, which in turn should help to improve the quality of movement in the multiplayer.
  • Redesigned interface for turrets.
  • Added help by F1.
  • Sliglty improved fly interface for "relative velocity" dispalyer (G key)
  • New start ship and new method for spawn ships (for now it does not affect gameplay, but it is helps to implement an NPC in further updates).
  • Added missed icons for modules in build menu.
  • Now you can see name of the ship when camera zoomed out and you can switch to ship by clicking on its name.
  • Added "respawn" button to game menu.
Jun 19, 2015
Celestial Command - Riya Makary
Hello again!
Long 3 weeks we have left you without news, but I hope this update was worth it. Maybe the list of updates is not as big as I would like, but most time we spent on bug fixing and various code improvements. It should help to make next updates more easier and with more new features.
However, this update brought some new features.


Change log

Improvements
  • Two new models for two command modules.
  • Production system completely reworked. Only crew members inside engineering bay can build new modules. Engineers gains experience. The mass of module is uqual to mass of required resources.
  • New ships can be constructed only on the ship with engineering bay and engineers.
  • Crew can be moved by drag and drop, the interface is complitely redesigned, added new info panel, descriptions, ability to change name and rank.
  • Better drag and drop for resources, added icons which determines type of container, for liquids or solid content.
  • Added possibility to rotate camera by holding Z or middle mouse button.
  • Unity engine is updated to version 5.1. It brings better performance and some new features for multiplayer which is will be implemented in further updates.
  • The mass of the star is significantly reduced, this reduces the orbital period of the planets, which in turn should help to improve the quality of movement in the multiplayer.
  • Redesigned interface for turrets.
  • Added help by F1.
  • Sliglty improved fly interface for "relative velocity" dispalyer (G key)
  • New start ship and new method for spawn ships (for now it does not affect gameplay, but it is helps to implement an NPC in further updates).
  • Added missed icons for modules in build menu.
  • Now you can see name of the ship when camera zoomed out and you can switch to ship by clicking on its name.
  • Added "respawn" button to game menu.
Celestial Command - Artaani
Okay, before to start working on AI, we need to complete the crew system.

Now we want to implement an engineers, and also it is good time to make some changes in the craft system.

Current system
Gather resource from asteroid -> Construct parts in production module -> Build ship module anywhere.

And we don't really like the "parts" (metal plates, fastener kit, etc). These parts do not add to much sense in gameplay, it is just one additional "level of resources". It is make the production more complicated and don't add any fun for the game, actually, no one don't want to calculate or remember how much parts he need to construct the module. The only good thing about "parts", it is works as "intermediate stage of production", but this is not the best way to achieve it.

So there is other idea
Gather ore from asteroid -> Refine it to pure metal powder by using module "Refinery" -> Construct modules by using this metal powder.

And this method seems like a lot more better. There is its benefits:
  • We still have "intermediate stage of production". It is good. Because raw ore -> modules it is not good.
  • Refined metals is stored in the same containers, as and the ore. We think that ore containers is cool. :)
  • Refined metals may have not an integer value. For example metal place can be only 1, or 2, or 10. But with new system module can require, for exmaple. 0.65 tons or iron, it gives better opportunity for balance the costs and also it is allows to consume resources slowly, along with the construction progress, not all at once.
  • It is pretty realistic. In real world, people want to use industrial 3d printers to construct parts of space ships, even in space. Actually SpaceX already printed their Draco engine for Dragon space ship by using 3d printer. Also ISS received plastic 3d printer some time ago and ground team already testing the parts which ws assembled on the board of ISS. So we think that metal powder and industrial 3d printers it is cool. :)
  • When module destroyed it will leave several wreckage which contain some amount of elements which can be salvaged.

Also you cannot build module everywhere. You need to have "engineering module" on the ship and engineers inside. It is assumed that the engineering module inside contains 3D printers and all the necessary equipment. Engineers will increase their skills along with construction. Better skills will improve build time, energy costs and maybe gives access for better modules.

The engineering module will be very heavy and expensive, as and refinery, so will be better to construct and repair ship only on large station, which is should be cool. :)
Celestial Command - Artaani
Okay, before to start working on AI, we need to complete the crew system.

Now we want to implement an engineers, and also it is good time to make some changes in the craft system.

Current system
Gather resource from asteroid -> Construct parts in production module -> Build ship module anywhere.

And we don't really like the "parts" (metal plates, fastener kit, etc). These parts do not add to much sense in gameplay, it is just one additional "level of resources". It is make the production more complicated and don't add any fun for the game, actually, no one don't want to calculate or remember how much parts he need to construct the module. The only good thing about "parts", it is works as "intermediate stage of production", but this is not the best way to achieve it.

So there is other idea
Gather ore from asteroid -> Refine it to pure metal powder by using module "Refinery" -> Construct modules by using this metal powder.

And this method seems like a lot more better. There is its benefits:
  • We still have "intermediate stage of production". It is good. Because raw ore -> modules it is not good.
  • Refined metals is stored in the same containers, as and the ore. We think that ore containers is cool. :)
  • Refined metals may have not an integer value. For example metal place can be only 1, or 2, or 10. But with new system module can require, for exmaple. 0.65 tons or iron, it gives better opportunity for balance the costs and also it is allows to consume resources slowly, along with the construction progress, not all at once.
  • It is pretty realistic. In real world, people want to use industrial 3d printers to construct parts of space ships, even in space. Actually SpaceX already printed their Draco engine for Dragon space ship by using 3d printer. Also ISS received plastic 3d printer some time ago and ground team already testing the parts which ws assembled on the board of ISS. So we think that metal powder and industrial 3d printers it is cool. :)
  • When module destroyed it will leave several wreckage which contain some amount of elements which can be salvaged.

Also you cannot build module everywhere. You need to have "engineering module" on the ship and engineers inside. It is assumed that the engineering module inside contains 3D printers and all the necessary equipment. Engineers will increase their skills along with construction. Better skills will improve build time, energy costs and maybe gives access for better modules.

The engineering module will be very heavy and expensive, as and refinery, so will be better to construct and repair ship only on large station, which is should be cool. :)
Celestial Command - Artaani
Modules can be deconstructed without error
Celestial Command - Romenics
Modules can be deconstructed without error
May 23, 2015
Celestial Command - Romenics
Hello! Today we have prepared some hot fixes and improvements.
Also there is few small animated tutorials:
Ion engine (6Mb)
Crew management (12 Mb)
How to get food (7Mb)

Change log

Improvements
  • Now mining laser makes a pause between rays (caused by overheat)
  • Tractor Beam is improved. It can be activated by hotkey. It have limited range, added "range circle". It requires energy, the amount on consumed energy is depends on pull force. It can grab object in specified point (not only in center) that is allows to rotate the object.
  • Added "Add crew member" button in sandbox tools
  • Sandbox mode is disabled by default. "Sandbox Tools" button is hided when sandbox mode is disabled. For new players added a hint that sandbox mode can be enabled in options.
  • Now you can deconstruct command modules, but you will receive a warning when you try to deconstruct the last command module.
  • Added warning when your crew members don't have a food or starved to death.

Bug fixes
  • Mining laser works again
  • Power monitor in top-right corner is slightly resized for display larger values
  • Now the game correctly remembers the previous video settings
May 23, 2015
Celestial Command - Romenics
Hello! Today we have prepared some hot fixes and improvements.
Also there is few small animated tutorials:
Ion engine (6Mb)
Crew management (12 Mb)
How to get food (7Mb)

Change log

Improvements
  • Now mining laser makes a pause between rays (caused by overheat)
  • Tractor Beam is improved. It can be activated by hotkey. It have limited range, added "range circle". It requires energy, the amount on consumed energy is depends on pull force. It can grab object in specified point (not only in center) that is allows to rotate the object.
  • Added "Add crew member" button in sandbox tools
  • Sandbox mode is disabled by default. "Sandbox Tools" button is hided when sandbox mode is disabled. For new players added a hint that sandbox mode can be enabled in options.
  • Now you can deconstruct command modules, but you will receive a warning when you try to deconstruct the last command module.
  • Added warning when your crew members don't have a food or starved to death.

Bug fixes
  • Mining laser works again
  • Power monitor in top-right corner is slightly resized for display larger values
  • Now the game correctly remembers the previous video settings
May 22, 2015
Celestial Command - Artaani
We didn't managed to do all what we planned, so much things still need to do. But previous update was too long. Time to publish what we have. The next update will be within couple of days.

Change log

Improvements
  • Sandbox\Debug tools moved back. Engines uses fuel in sandbox again, but you can refil fuel tanks with special button.
  • Sandbox mode is enabled by default
  • Added Orbital planner prototype (in sandbox tools window)
  • New world generator
  • All the planets have an asteroids on its orbits, also there is one large asteroids belt around the star
  • New star effect
  • Planets now have slightly elliptical orbits (it don't have too much gameplay sense, but it is more realistic)
  • Added energy shield
  • Added Tractor Beam (unfinished)
  • Added cargo gate for salvage (unfinished)
  • Added ion engine
  • Added Crew (unfinished)
  • Power generator returned back (but it is still don't requires uranium, we will add it later)
  • Added "Not enough resources" warning message
  • Added more contextual description texts for various objects and interface elements
  • More information for "Relative Velocity mode" (unfinished)
  • Resource connectors redesigned. Dots on the lines now movings in correct direction. One power storage can be linked to another to extract energy from it.
  • Lasers returned back
  • Size of large turret was decreased two times, now all turrets will have similar sizes
  • GUI: Added warning label if module not connected to power storage
  • GUI: Sligtly improved interface for storage containers
  • GUI: "Load World" window improved
  • GUI: Group of buttons on the left side of the screen is slightly redesigned
  • GUI: Orbital parameters in right-bottom corner of the screen is slightly redesigned
  • GUI: Added icon for "Edit ship name" button

Bug fixes
  • Hotkeys saved
  • Two fuel connectors of the rocket engine was swapped, now it's fixed
  • Save Load for resource conenctors rewrited, now it should save all connectors
  • Fixed flickering of connectors during fast clicking
  • Engine effect flickering on build completion
  • Fuel transfering for small fuel container

May 22, 2015
Celestial Command - Romenics
We didn't managed to do all what we planned, so much things still need to do. But previous update was too long. Time to publish what we have. The next update will be within couple of days.

Change log

Improvements
  • Sandbox\Debug tools moved back. Engines uses fuel in sandbox again, but you can refil fuel tanks with special button.
  • Sandbox mode is enabled by default
  • Added Orbital planner prototype (in sandbox tools window)
  • New world generator
  • All the planets have an asteroids on its orbits, also there is one large asteroids belt around the star
  • New star effect
  • Planets now have slightly elliptical orbits (it don't have too much gameplay sense, but it is more realistic)
  • Added energy shield
  • Added Tractor Beam (unfinished)
  • Added cargo gate for salvage (unfinished)
  • Added ion engine
  • Added Crew (unfinished)
  • Power generator returned back (but it is still don't requires uranium, we will add it later)
  • Added "Not enough resources" warning message
  • Added more contextual description texts for various objects and interface elements
  • More information for "Relative Velocity mode" (unfinished)
  • Resource connectors redesigned. Dots on the lines now movings in correct direction. One power storage can be linked to another to extract energy from it.
  • Lasers returned back
  • Size of large turret was decreased two times, now all turrets will have similar sizes
  • GUI: Added warning label if module not connected to power storage
  • GUI: Sligtly improved interface for storage containers
  • GUI: "Load World" window improved
  • GUI: Group of buttons on the left side of the screen is slightly redesigned
  • GUI: Orbital parameters in right-bottom corner of the screen is slightly redesigned
  • GUI: Added icon for "Edit ship name" button

Bug fixes
  • Hotkeys saved
  • Two fuel connectors of the rocket engine was swapped, now it's fixed
  • Save Load for resource conenctors rewrited, now it should save all connectors
  • Fixed flickering of connectors during fast clicking
  • Engine effect flickering on build completion
  • Fuel transfering for small fuel container

...