Hey everyone! I'm a little late on the Weekly update, but wait till you see what got done! Last week I talked briefly about needing assets finished and bugs fixed before releasing a demo, and we are one step closer to that goal! I've got a few finishing touches to add, and some more bugs to hunt down, but we are super close now! I'm also still working on that trailer. I'm collecting and editing footage of gameplay now, and will soon be splicing everything together.
Give a gander to the improvements made last week in the Dev Log below!
New Features:
Granaries are now added to the Save system.
Warehouses save their Battery data now.
Can now rotate camera using Keyboard ‘E’ and ‘Q’ keys.
Transport Vessels have their carry capacity modified based on their Pilots STR attribute.
Pirates Ships heal after fleeing back to their Base.
Pirates can re-arm their weapons while at their Base.
Pirate Bases can choose to disband a Battle Group for various reasons.
Bug Fixes:
Habitats now save their Resources correctly.
Citizens now reset their feed timers based on Gluttony instead on STR attributes.
Capacitor Satellites now initialize correctly.
Each Solar System now has its own Energy Capacity, instead of sharing one capacity level.
Energy Capacity is now calculated accurately.
Satellites were not loading their resources correctly. Added a different load method specifically for Satellites that contain Resources.
Mines now call a fixed global reference for their worker counts.
Transport Vessels would sometimes lose their target or source after loading. Added a section to recursively scan for their target using global identification values.
Player Ship Shields and Health are accurately displayed in the GUI.
Pirates remove their Power Level from their group when destroyed. Allows for reinforcements from the main Pirate base.
Pirate Ships remove themselves from their group when fleeing. Allows for better control
over reinforcements.
Pirate Weapons Ranges are now set correctly.
Game Play Balancing:
Lowered engagement range for Pirates.
Pirates read the threat level around them at much larger range. Allows 1 pirate ship to scout an entire star system, and accurately assess the threat level therein.
Misc.:
Workshops and Foundries use a scalable, loosely coupled load method for their resources.
Resource Containers now update their priorities after loading a game.
Control Nodes are now fully integrated with the newer Tax system.
Tons of work on the Trailer.