Combat Update Preview


The new update's been taking longer than expected to make as most of the things I wanted to make create more and more problems. Since the last post was nothing but promises, I've decided to work as hard as I can to make a few preview videos of some of the things I said I was working on in the last devlog. Here they are:

This is the circling test for the new low-grade ships system (low-grade are the ones similar to the star cleaner itself). The video description explains the concept rather well, and I'd rather not copy it here.


This is the second fight test video. It was made before the circling test, if my memory is correct. The video description explains the concept well yet again, so I won't copy it here.

I had also made a "chaos mode" test video, but I'm incredibly stupid and accidentally recorded the game engine, not the game itself. I don't think it's worth it to re-record it, and in 2 days everything about the chaos mode will be outdated or deleted anyways, so I don't really think it matters.

The low-grade ships system did take a lot of experimenting to make. It's loosely based off of another little project I made a while back, one with AI drones building starships. The maneuvers took a lot of energy to make, as they required some advanced trigonometry and I only know basic trigonometry, so you can guess how well that went.

I also made the allies system (I think the alliance notification pops up in one of the videos). This one wasn't difficult to make, just tedious, and it also caused a lot of problems, but it's fine now so whatever.

Overall, this update was pretty difficult to make, but I think it's worth it. I won't publish the update just yet, I still want to work on the custom weapons system (I only really need to make a UI for it), and also the vessel config screen needs to be made. The vessel config screen will be there for people who want to be able to change things like acceleration, max speed, turning speed, etc. I mostly want to make it for my brother, who decided that a few dozens of turning speed upgrades were a good idea. Plus, this would allow you to change from a "race" configuration to a default one in a few clicks, so it'll be a nice addition overall. There's also a module system I want to work on, but that's on low priority right now as there's more important things to be implemented (discussed above). That's it. Please let me know what you think of all this, as any feedback is appreciated - especially when a game-changing system like that is created.

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