[devlog] New factions, weapons, and other content

Hi there !

Lots of content being added with two new factions and multiple docks, ships and weaponry. One of those factions likely to be tied to the event system. I also redesigned the main UI a bit. I made damage types more interesting and added an editor for it.

It’s also a good time to tell that if you found a bug in the latest beta (4.1), be a dear and report it, I may not know about it.

Enjoy 🙂 Read More …

Devlog: Trading System (mostly)

title07My apologies for the delayed devlog, it has been a busy month for me, but don’t worry the development is still going as it’s used to. Beta 4 is even going to be released later this week barring any last minute major problem.

Back on topic, the last two weeks were spent putting the finishing touches on the general user interface, fixing a bazillion small issues, improving things left and right, and more importantly finalizing the trading system.

Let’s get to it 🙂

Read More …

Devlog: Combat, UI Improvements and bugfixes !

Fighter Wing

Snap1474First of all, a big thank you to the fine folks at the Bay12 (Dwarf Fortress) forums ! Your help has been invaluable. If you want a pick at the Unending Galaxy’s topic it’s here.

Anyway, as we are slowly but surely closing in on the final release, I have been reviewing each feature one by one in order to make it whole. There’s still a lot of ground to cover but we’re getting there. I also improved how ships act in battle in quite a major way. Next beta should be available in roughly 2 weeks, barring any IRL issues.

Let’s get down to it, shall we ?

Read More …

Devlog: Free Traders, code optimization and stuff

Snap1427Hi guys !

My apologies for the delayed update, life got in the way and it’s likely that next week will be problematic as well. When I have to make a choice between coding and writing here, I favor the former. So don’t get alarmed by the erratic schedule, development goes on as usual.

Anyway, I made a fair bit of progress toward the release of the Beta 3 with a massive performance and stability boost, the new “free trading” AI module for your ships and multiple smaller other changes i made to the game.

Let’s get to it, shall we.

Read More …

Devlog: Territorial expansion

Snap1418Hey there,

Sorry for the delay. As this week has been mostly about testing and balancing, it’s going to be a fairly unusual devlog format (I also apologize in advance for the mostly unrelated screenshots alongside the article). The seemingly small change of assigning sector ownership to whoever hold the most factories in the area, or to the first one to drop a military base, had extremely large repercussions in many, many parts of the game. As there’s really no accurate way to “speed up” the game to test said feature, I basically had to let the game run itself days and nights while occasionally monitoring and tuning the effects. Let’s see what happened.

Read More …

Devlog: The Swarm

Hey,

title02I toyed around with the giant space beasts called The Swarm. But before that, I need to explain first another improvement I made this week: ownership of a sector depends on who has the most buildings there, except if there’s a military base or shipyard, in that case it’s whoever own the building. Works for every faction (except the pirates), so you can now have sectors controlled by hey, the swarm or other ‘minor’ factions.

I made it so factions now do try to expand and claim solar systems. When two factions have common borders they may plant buildings in each other territory. Also, factions need to build a dock to claim a new sector, the territorial expansion is slower and makes more sense as there’s no claimed but empty systems. It’s possible to peacefully take over sectors, you can even use pirates to help remove a foreign military base in a sector you want. It has other implications I will explain further down.

Let’s get back to the Swarm for now.

Read More …

Devlog and Design: Trading !

Snap1394Hi there !

Sorry for the small delay, I made the mistake of launching Crusader Kings II, and well, restoring the roman empire took a bit longer than expected (freaking HRE who decided to be a stable and powerful blob for once). And many thanks to those who bought the game on itch.io or donated. Beta 2.1 seems to works okay for most if not all of you, which is good 🙂

Anyway, it is time to deal with the trading part of things, and there’s a lot of ground to cover. This post will discuss what I am doing now and what are the goals for the beta 3. Hopefully it should be released before the end of the month.

edit: I removed the discus comment system on the website and put back the old one. Discus was getting out of hand and calling scripts from dodgy and privacy invasive websites. Also replaced and improved some other features of the website, and added an option to subscribe by email. The mobile version should be easier to read and navigate too.

Read More …