Development Update #5: May 2013
It's that time again!
You know what to do :) I apologize for the rather meager content of this one - it seems a bit lean compared to previous months, and clocks in at about five minutes less. As I explain in the beginning, this is mostly due to the fact that close to half of my month was focused on supporting the recent Limit Theory Prototype release, and pushing out the first major round of bugfixes. Although it inhibited the development of "new" content, it's great that we're already getting rid of some of the bugs (and accumulating loads of suggestions)!
Despite not offering quite as much "new" development time as March and April, May still managed to bring about a whole lot of good progress, both of the shiny variety:
- Dramatically improved system backgrounds (nebulae and stars)
- Overhauled planets
- Improved shaders all across the board - ships, asteroids, planets, and post effects
- Preliminary universe generation technology (system layout and connectivity)
- Jump gates / worm holes
As well as the not-so-shiny-but-still-important:
- Dramatically improved camera control system
- Patching system for easy game upgrades, plus an automatic updater on the way
- Upgraded sound engine
- First LTP patch (v1.1)
As you know, shiny progress absolutely demands screenshots!
The Nebulae, The Stars.
They're getting better :)
They've been in hiding. Not anymore!
The jump hole is a thing of beauty. But it's not so much the anomaly itself. It's what it represents. On the other side, a whole new world awaits. And in that world, more jump connections to other worlds. And so on, to infinity. How far to go? How many worlds to cross? How lost to become? Hard questions - you must face them on your own. But whatever you decide, the jump hole won't stop you.
It's an exciting time for Limit Theory - we're moving past the first publicly-released version and saddling down for the long haul. There's a tremendous amount of work left to do, but it's going to be some of the coolest and most rewarding work to date. Things like deep AI simulation, dynamic economies, faction mechanics...the fun has only just begun!!! Strap yourselves in :)