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.
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.
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. :)
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. :)
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
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
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
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