Celestial Command - Artaani


Hello!

There is a quick fix of bugs reports in this and this threads. Plus some improvements of resource connectors.

Since we removed visual connections between modules (it impacts performance too much) many modules have a visual gap between neighbors. We will gradually modify all of these modules to solve this during several further updates.

Also, we are very glad that you like our big 0.73 update. Thank you! :)

CHANGE LOG

Improvements
  • Radar model slightly redesigned and optimized, added one additional connector. Connected modules no longer have a gap between its model and radar.
  • Mining laser model slightly redesigned and optimized, visual gap is removed.
  • When resource connectors which belongs to storage connected to another storage, it no longer transfer resources to it, instead of that, if something connected to first segment of this chain, it will use entire chain. Now it also works in two ways. For example, if engineering bay connected to storage A, and storage A connected to storage B, as result, engineering bay will take resources from A, if it is almost empty - from B. If engineering bay want to unload resources, and storage A is full, it will unload resource to storage B. (the system is new and have some little bugs)

Fixes
  • Stations expands its solar panels
  • Grabbers works again
  • Fixed trading notifications, now it shows the name of sold resources, when you sold it

Celestial Command - Artaani

Hello!

There is a quick fix of bugs reports in this and this threads. Plus some improvements of resource connectors.

Since we removed visual connections between modules (it impacts performance too much) many modules have a visual gap between neighbors. We will gradually modify all of these modules to solve this during several further updates.

Also, we are very glad that you like our big 0.73 update. Thank you! :)

CHANGE LOG

Improvements
  • Radar model slightly redesigned and optimized, added one additional connector. Connected modules no longer have a gap between its model and radar.
  • Mining laser model slightly redesigned and optimized, visual gap is removed.
  • When resource connectors which belongs to storage connected to another storage, it no longer transfer resources to it, instead of that, if something connected to first segment of this chain, it will use entire chain. Now it also works in two ways. For example, if engineering bay connected to storage A, and storage A connected to storage B, as result, engineering bay will take resources from A, if it is almost empty - from B. If engineering bay want to unload resources, and storage A is full, it will unload resource to storage B. (the system is new and have some little bugs)

Fixes
  • Stations expands its solar panels
  • Grabbers works again
  • Fixed trading notifications, now it shows the name of sold resources, when you sold it
Celestial Command - Riya Makary

Hello!

This large update about optimization is almost completed! It took a lot of time, but the result will worth it!


At first view, the game may looks the same, but the technical aspect was improved a lot! Now the game have much better performance, which allows us to focus on large scale improvement of AI and trade system in the next updates.

We had a desire to implement more noticeable gameplay changes in this update, but turned out this update took too long time, so will be better to release it now, and implement more gameplay changes in next updates.

Actually, many changes related not only to optimization, but also other things. Take a closer look on changelog for more information.

Unfortunately, due huge amount of internal changes, we encountered a lot of new bugs. Most of them already fixed, but we still have a few, it will be fixed in next updates too.

New HD textures of asteroids
Before

After


New warp drive effect


Also we made a redesign of our web site. We are not experienced web designers, but seems like now it looks much more clean and modern. You may check it here.

Previous threads about this update:
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934867612705625831
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934868247795256180
http://steamcommunity.com/games/CelestialCommand/announcements/detail/935995594726919923

Now we will work on Trading and AI, and will release the next update as soon as possible.

Thank you for being with us, even during such a long pause in blog and updates! :)

CHANGE LOG

Improvements
  • Huge changes in internal architecture of ships, which improve performance dramatically! In 10 times or even more!
  • Completely new "Module Interface" system, which gives you more convenient control over module functionality and expose more useful parameters.
  • Joints of modules significantly rewritten and optimized
  • Resources connectors significantly rewritten and optimized. Line during drag mode is changed. Displays direction during drag mode. Connector line no longer fly away on disconnection. Connector of storage no longer can be snapped or attached to itself. Added 4 audio effects for manipulations on connectors. Begin drag, Snap Connect, Disconnect.
  • Power storage is rewritten and now acts like a simple storage which can contain only "Power" and have zero mass of content, it makes interface more convenient, so now power can be transferred between storages like an other types of resources.
  • New, more beautiful and optimized explosions effect (video and audio)
  • Model of rocket engine a little bit improved
  • Model of RCS engine a little bit improved
  • Model of light cannon is improved (barrel is no longer flat)
  • Star visual appearance is improved, now it is not just a simple white, glowing sphere, but a sphere with realistic texture.
  • Texture size of asteroids increased from 1024 to 4096! Now it is more HD and looks better, especially for large asteroids at the closer look.
  • Docking ports is improved, now It have more visible parameters at the interface and now, when one of two connected docking ports will be disconnect, the other docking port will be disconnected automatically. Also, "snap threshold" is reduced, so now docking process should be more easy.
  • Gameplay: Warp Drive is much improved, it have slightly better model with the new audio and visual effect. Also it have new targeting mechanism and ability to change not only a position, but also a velocity (it allows to jump right on the specified orbit trajectory)
  • Gameplay: Crew is no longer required In order to control the ship. Any command module acts as unmanned probe. (It makes crew quite useless, yes, but we will improve it later, so the crew will provide some bonuses)
  • Gameplay: Starting point moved back from asteroid belt to the planet orbit (this start is more interesting and it is more fun to play with orbital mechanics around planet)
  • Gameplay: Sandbox mod enabled by default
  • Gameplay: Now asteroids can be found around any planet, but it is smaller than asteroids in large asteroid belt
  • Field of View of camera reduced from 60 to 50 degree. This prevent visual distortion of planets (into oval) when it located at the edge of the screen.
  • Weapons: Added recoil force for all projectile cannons (energy cannon have much weaker recoil than kinetic cannon)
  • Weapons: Added visual recoil effect for all cannons (barrel slides back each shot)
  • Weapons: Added new audio effects for cannons
  • GUI: Changed design of ship icons
  • GUI: Now you can turn off the interface for taking a screenshots (F11 by default)
  • GUI: Added information about cannons parameters on its interface
  • GUI: Solar panels indicates if they are blocked by some object
  • GUI: Added more parameters to interface of shield generator
  • GUI: Added the missing icon for reaction wheel
  • GUI: Resource icons slightly changed. Amount value more readable and text of name changes its size according to content
  • GUI: Power monitor rewritten in order to work with the new power storages, also it can monitor other storages (that will allows to implement in\out flow monitors for each fuel or other resources in the future updates)
  • GUI: Added handle for slider at "Resource Transfer Panel", it shows more obviously that it is slider, not a progress bar
  • GUI: When engineering bay have red light, this light will blink each 0.75 s (now this warning more noticeable)
  • Audio: Changed audio effect when you place module or "cannot place here"
  • Food consumption decreased in 5 times. Each crew member requires 1 unit of food per 10 minutes. Also he can survive with a food for 30 minutes, it is much longer than before

Fixes
  • Two joints on the same ship is no longer can be attached if they are not located close to each other.
  • Power consumption of reaction wheel now depends on its torque (it no longer consumes a lot of power while working on low efficiency)
  • Resource connector no longer can be connected to separated module or to module which does not belongs to the same faction.
  • GUI: Icons of storages is no longer visible when located behind the camera
  • GUI: Fixed HP bar scale
  • GUI: Overlay toggle button on the left edge of the screen now changes its on/off state properly
  • GUI: If you will reduce textures quality in game settings, the textures on the interface will be intact
  • Crew will find a food on the ship even if it were moved from one container to another
  • When part of your active ship is detached, camera will always keep focus the ship (not a detached part)
  • Now camera can be focused to another target when the current target is destroyed
Celestial Command - Riya Makary

Hello!

This large update about optimization is almost completed! It took a lot of time, but the result will worth it!


At first view, the game may looks the same, but the technical aspect was improved a lot! Now the game have much better performance, which allows us to focus on large scale improvement of AI and trade system in the next updates.

We had a desire to implement more noticeable gameplay changes in this update, but turned out this update took too long time, so will be better to release it now, and implement more gameplay changes in next updates.

Actually, many changes related not only to optimization, but also other things. Take a closer look on changelog for more information.

Unfortunately, due huge amount of internal changes, we encountered a lot of new bugs. Most of them already fixed, but we still have a few, it will be fixed in next updates too.

New HD textures of asteroids
Before
After

New warp drive effect


Also we made a redesign of our web site. We are not experienced web designers, but seems like now it looks much more clean and modern. You may check it here.

Previous threads about this update:
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934867612705625831
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934868247795256180
http://steamcommunity.com/games/CelestialCommand/announcements/detail/935995594726919923

Now we will work on Trading and AI, and will release the next update as soon as possible.

Thank you for being with us, even during such a long pause in blog and updates! :)

CHANGE LOG

Improvements
  • Huge changes in internal architecture of ships, which improve performance dramatically! In 10 times or even more!
  • Completely new "Module Interface" system, which gives you more convenient control over module functionality and expose more useful parameters.
  • Joints of modules significantly rewritten and optimized
  • Resources connectors significantly rewritten and optimized. Line during drag mode is changed. Displays direction during drag mode. Connector line no longer fly away on disconnection. Connector of storage no longer can be snapped or attached to itself. Added 4 audio effects for manipulations on connectors. Begin drag, Snap Connect, Disconnect.
  • Power storage is rewritten and now acts like a simple storage which can contain only "Power" and have zero mass of content, it makes interface more convenient, so now power can be transferred between storages like an other types of resources.
  • New, more beautiful and optimized explosions effect (video and audio)
  • Model of rocket engine a little bit improved
  • Model of RCS engine a little bit improved
  • Model of light cannon is improved (barrel is no longer flat)
  • Star visual appearance is improved, now it is not just a simple white, glowing sphere, but a sphere with realistic texture.
  • Texture size of asteroids increased from 1024 to 4096! Now it is more HD and looks better, especially for large asteroids at the closer look.
  • Docking ports is improved, now It have more visible parameters at the interface and now, when one of two connected docking ports will be disconnect, the other docking port will be disconnected automatically. Also, "snap threshold" is reduced, so now docking process should be more easy.
  • Gameplay: Warp Drive is much improved, it have slightly better model with the new audio and visual effect. Also it have new targeting mechanism and ability to change not only a position, but also a velocity (it allows to jump right on the specified orbit trajectory)
  • Gameplay: Crew is no longer required In order to control the ship. Any command module acts as unmanned probe. (It makes crew quite useless, yes, but we will improve it later, so the crew will provide some bonuses)
  • Gameplay: Starting point moved back from asteroid belt to the planet orbit (this start is more interesting and it is more fun to play with orbital mechanics around planet)
  • Gameplay: Sandbox mod enabled by default
  • Gameplay: Now asteroids can be found around any planet, but it is smaller than asteroids in large asteroid belt
  • Field of View of camera reduced from 60 to 50 degree. This prevent visual distortion of planets (into oval) when it located at the edge of the screen.
  • Weapons: Added recoil force for all projectile cannons (energy cannon have much weaker recoil than kinetic cannon)
  • Weapons: Added visual recoil effect for all cannons (barrel slides back each shot)
  • Weapons: Added new audio effects for cannons
  • GUI: Changed design of ship icons
  • GUI: Now you can turn off the interface for taking a screenshots (F11 by default)
  • GUI: Added information about cannons parameters on its interface
  • GUI: Solar panels indicates if they are blocked by some object
  • GUI: Added more parameters to interface of shield generator
  • GUI: Added the missing icon for reaction wheel
  • GUI: Resource icons slightly changed. Amount value more readable and text of name changes its size according to content
  • GUI: Power monitor rewritten in order to work with the new power storages, also it can monitor other storages (that will allows to implement in\out flow monitors for each fuel or other resources in the future updates)
  • GUI: Added handle for slider at "Resource Transfer Panel", it shows more obviously that it is slider, not a progress bar
  • GUI: When engineering bay have red light, this light will blink each 0.75 s (now this warning more noticeable)
  • Audio: Changed audio effect when you place module or "cannot place here"
  • Food consumption decreased in 5 times. Each crew member requires 1 unit of food per 10 minutes. Also he can survive with a food for 30 minutes, it is much longer than before

Fixes
  • Two joints on the same ship is no longer can be attached if they are not located close to each other.
  • Power consumption of reaction wheel now depends on its torque (it no longer consumes a lot of power while working on low efficiency)
  • Resource connector no longer can be connected to separated module or to module which does not belongs to the same faction.
  • GUI: Icons of storages is no longer visible when located behind the camera
  • GUI: Fixed HP bar scale
  • GUI: Overlay toggle button on the left edge of the screen now changes its on/off state properly
  • GUI: If you will reduce textures quality in game settings, the textures on the interface will be intact
  • Crew will find a food on the ship even if it were moved from one container to another
  • When part of your active ship is detached, camera will always keep focus the ship (not a detached part)
  • Now camera can be focused to another target when the current target is destroyed
Apr 8, 2016
Celestial Command - Romenics


Hello!

So, we continue to working on refactoring and optimization, fixing a lot of things which should be fixed long time ago!

For example now we have new control interface for modules. Now all interfaces based on the same GUI prefabs. So now everything looks in single style and also now it is much easier to display and control more module parameters via its interface. This will allows us to give you a more control over a modules in the future.


Also we analyzed this and this threads and working to make resources connectors much more intuitive, so now users should not have problems with resource distribution and building.

Now it indicated direction of resource transfer during drag phase and more intuitive in/out icons.



Of course this is not entire list of changes. Full changelog will be on 0.73 release.

Thanks for what with us!


P.S.
Falcon 9 successfully landed on the drone ship! Let new era of space exploration begin! Hooray!
Apr 8, 2016
Celestial Command - Romenics
Hello!

So, we continue to working on refactoring and optimization, fixing a lot of things which should be fixed long time ago!

For example now we have new control interface for modules. Now all interfaces based on the same GUI prefabs. So now everything looks in single style and also now it is much easier to display and control more module parameters via its interface. This will allows us to give you a more control over a modules in the future.



Also we analyzed this and this threads and working to make resources connectors much more intuitive, so now users should not have problems with resource distribution and building.

Now it indicated direction of resource transfer during drag phase and more intuitive in/out icons.



Of course this is not entire list of changes. Full changelog will be on 0.73 release.

Thanks for what with us!


P.S.
Falcon 9 successfully landed on the drone ship! Let new era of space exploration begin! Hooray!
Celestial Command - Artaani
Hello!

We plan to add short videos about development on our Youtube channel. For example, here is some short presentation of new performance which will be available in the next update.

http://steamcommunity.com/sharedfiles/filedetails/?id=652625198
Celestial Command - Artaani
Hello!

We plan to add short videos about development on our Youtube channel. For example, here is some short presentation of new performance which will be available in the next update.

http://steamcommunity.com/sharedfiles/filedetails/?id=652625198
Mar 18, 2016
Celestial Command - Romenics


Well, usually it how, when we add some feature, we do not optimize it too much. It should work as fast as possible and can be optimized later, when the question of optimization will be critical.

So now it about time! People noticed it in this and this threads

Further development impossible without optimization. Even a few additional ships drops FPS to very low level. But we want at least 100 ships in the system. So we started working on dramatically optimization, reassembly and refactoring of the code and architecture.

Besides that, we made an interesting discovery about how exactly we can improve performance significantly!
If you are game developer and use amazing Unity engine, you probably will be interested to look at our research in this forum

So far early tests indicates 120 FPS for 100 ships, which is great! When we will have stable result we will show some video of the tests.
Mar 18, 2016
Celestial Command - Romenics


Well, usually it how, when we add some feature, we do not optimize it too much. It should work as fast as possible and can be optimized later, when the question of optimization will be critical.

So now it about time! People noticed it in this and this threads

Further development impossible without optimization. Even a few additional ships drops FPS to very low level. But we want at least 100 ships in the system. So we started working on dramatically optimization, reassembly and refactoring of the code and architecture.

Besides that, we made an interesting discovery about how exactly we can improve performance significantly!
If you are game developer and use amazing Unity engine, you probably will be interested to look at our research in this forum

So far early tests indicates 120 FPS for 100 ships, which is great! When we will have stable result we will show some video of the tests.
...