Development Update #8: August 2013
Hey there :)
The Video. Sans Apology.
I told you I'd get it right one of these days. So...was that day today? Yes. Yes it was. Energetic voice? Check. Awesome new music? Check. 15+ minutes of shininess? Check. Sorry folks, no apologies this month ;) I mean, other than that apology. Which was just a sarcastic apology for the lack of apologies. Anyway. Onto the goods.
August: it's as though someone ripped off half a month of graphics / engine fun, then ripped off half a month of thought and design, and slapped them together into this lovely thing sitting here before us.
Have a look as I attempt to convince you, in bullet-point form, that the month was a productive one:
- Dynamic entity loading system for vast, dense tracts of asteroid-laden space!
- Improved shading model for asteroids and dusty space in general
- ~50% finished with conversion to double-precision engine (biiiiig planets: they're on the way!)
- First successful high-level AI test runs
- Almosttt finished with simulation engine architecture
- Shinier interface graphics
- An awesome new preview track for the game's music by François Jolin
Listen, we all know asteroids are the cornerstone of a good space sim. So how do we build a better space sim? The answer is simple, of course: more asteroids. WIth LT's fancy new dynamic loading system, you'll never be left with want of more rocks to explore!!
Crisper text, softer edges, and an overall boost in user interface well-being. Ok, maybe "infinite" is a stretch. But it sure is looking nice!
Graphics are moving forward, as always. But perhaps more importantly, the architectural back-end seems to really be falling into place now. A few months ago there were only questions. Now, however, the answers outweigh the questions, and the remaining questions feel a lot more tractable.
With the high-level architecture of the simulation and A.I. engines nearing completion, it won't be long before we start to see more gameplay! Gameplay progress has been put on hold until the high-level design is done...but with that approaching completion, the day of reckoning (i.e....."real" gameplay) draws ever-nearer. The day when the LT universe wakes up and breathes it's first breath of life...it will be a wondrous day. That day is nearing!!
Now, into the chillier months we must go, but the fires of Limit Theory will surely keep us warm.
Thanks for backing :)