Development Update #3: March 2013
NOTE : It has come to my attention that the upload did not go through in its entirety, the last few minutes are missing audio. Terribly sorry, I will re-upload as soon as possible. I am working off of a cell phone connection at the moment, and don't have access to high-speed internet, which is probably why such a large upload went awry in the first place. Am working on a solution as we speak!!! I will leave the current video up, but please know that I am working to fix it.
Happy Easter! Nice day for an update, don't you think? :)
At three months, it's practically a tradition. You know what to do!
March was insane. It was a month of oceans of code and rivers of gameplay. Here's a partial summary:
Immense number of new, functional interfaces, including
- Buying / Selling at a docked location
- Mission boards
- New ship viewer / cargo / power router
- Docked ships viewer / buying ships / repair
Lots of new HUD features, including
- Target trackers for easily seeing where your friends/enemies are in relation to you
- Aiming guides for knowing where to aim to hit your target
- Objectives overview for current mission
- Power status / health status / ammunition status displays for hardpoints
And some miscellaneous stuff:
- Better graphics, including more detailed surfaces and smoother metal
- Functional docking, currently only for asteroid bases, but the same tech will be used for planets, regular stations, and carriers
- Procedural items, including ships
- Functional sensors / targeting / "knowledge" system (including limited visibility in command interface)
- Underlying mechanics of mission system + a few basic mission types!
- Preliminary combat AI
More Stuff to Buy!
Because last month, you couldn't buy or sell anything...but this month, you can buy anything from a measly Lambda Magmahammer to a hulking, 1-km-long dreadnought.
More Cash to be Earned!
Because last month, credits didn't even exist in the game...but this month, you can reel in paycheck after paycheck if you've got the right equipment.
More Ways to Blind Your Enemy!
With an infinite variety of procedural weaponry, you'd better be ready for some serious space fireworks.
You bet. At the risk of being overly-optimistic, I will say that I believe I'm still on target for an April launch of the Prototype! Over the next week or two, I will be wrapping up the loose ends, packing this puppy up, and figuring out how to ship it on over to the people that pledged for it.
I really appreciate your patience in waiting for it; you guys have been great and no one has lit any fires under me yet, even though "early 2013" seems to be quickly coming to a close. Nonetheless, I think you will find that your patience has been rewarded, as the Prototype that I am delivering is significantly more than the initially-promised "combat prototype." As you can see from this month's demo, the game already includes a good bit more functionality than just combat, and this will come with the Prototype! So, on top of combat, you'll get a chance to:
- Buy / Sell procedural equipment, upgrading your ship until you get the best of the best
- Buy and pilot new and bigger ships, up to and including some fairly large sub-capitals
- Run basic missions to fatten your wallet
- Explore single systems and dock with locations therein
I think this will really give the Prototype a lot more context, and perhaps make it feel slightly more like a a genuine slice of the LT vision for which you pledged, rather than a naked feature in isolation. Granted, it's still only a tiny slice of the whole pie, but it's already pretty fun to play with...in my totally-unbiased opinion ;) I'll be keeping you all up-to-date on the prototype situation via KS updates, as usual!
March was a great month, there's no other way to say it. I think this month saw about twice as much total progress as last month. Now here's the real question: can this doubling trend continue??? I sure hope so!
Onto April we go!