Monthly Archives: October 2011

Iteration 11 news – no Iteration 11 this month

So for the first time since the project went public there won’t be a monthly update. Reason being is that although quite a lot has changed since iter 10 (take a look at the current change log here) there’s not much to show. For example the game now features pivoting turrets, “energy” missiles (something like photon torpedos from Star Trek), torpedos (slow moving destroyable missiles), multiple barreled guns (for turrets mostly), energy bullets, rocket bullets, and a new shotgun type of a gun. There’s quite a lot more changes, so why not release them to you to enjoy? Well just because the turrets can pivot… doesn’t mean that I have turret models that support pivoting (I only have 1, an awesome one, but still just one). There is a new super cool “shotgun” type gun (shoots bullets in a cone) but no ships that actually have it. So in the end Iteration 11 would look pretty much like iteration 10 – only most likely more buggy.

So I decided that iteration 11 will take some more time. Also I’m not sure if iteration 11 will come at the end of November, behind the scenes there’s a fairly big graphics overhaul going on so releasing it piecemeal would diminish the effect, plus the aforementioned aspects. This may become the norm in alpha as the focus is on polish more so than adding in features month by month. Let me know what you think and feel about this, your feedback may sway me to release updates in a more timely manner – if there is something tangible to release.

Happenings – Iteration 11

Iteration 10 came and went so the project is officially in alpha state :) This means that more focus will be taken towards improvement and polish than adding game elements. The previous iterations had a fairly narrow focus (adding in the command ship, adding in base captures, adding research etc), iteration 11 has no such focus instead its aim is to generally improve the gameplay. This past week turrets have been given the ability to pivot (no longer will projectiles exit a turret at an angle that the barrel is not facing), multi barreled weapons have been put in place, muzzle flashes added, and other such enhancements.

For example right now I’m working on torpedos. Torpedos are a type of a missile, except that unlike standard missiles these obey the laws of the physics engine (inertia and momentum) and can be destroyed, however they pack a much more powerful punch and have greater range. Right now however torpedos are strangely wobbling in the general direction of their target… but not quite ready for battle.

Its a lot of fun doing this kind of work because visually many things are happening. Much more to come!

Battle editor – video

Here’s a demo video of the new battle editor. Still many things to do: add “scenery objects” like asteroids, select different environments for example: asteroid fields, debris fields, nebulas etc. Add support to link stations to bases. Add ability to specify targets for ships in battle editor prior to starting battle. Add support for modders to add objectives, triggers, etc. Add support for modders to specify custom battle tunes :)