Development Update #13: January 2014
Ready to start the year off with a bang? Good. Let's go ;)
It may have taken forever to upload (as usual), but I think you'll find this one to be loaded with goodies, and not just of the shiny variety! So what are you waiting for?
With a more-powerful-than-even node-based UI driving the HUD, you'll be able to stay in touch with your ship, your subordinates, and the infinite universe like never before! Concepts like full-screen, pop-out widgets and multiple workspaces help to maintain a clean and manageable flow of information directly into your retinas.
A simple but functional implementation of active scanning shows off the power of the interface, as well as the importance of information in LT. Those who believe that knowledge is power will no doubt spend a great deal of time hunting for hidden signatures among the stars. Go ahead, take the reins and see what's out there.
What would a month of LT be without more graphical fidelity? It would be an embarrassment. Luckily, this month is not without graphical advancement. A subtle but beautiful new aberration effect, a totally-revised HDR bloom, and integration of SMAA (a cutting-edge antialiasing technique) make January's universe the most beautiful you've seen yet!
January was the first month in which we saw a real connection between the world and the player (at least, since LTP). The HUD is that connection, and with a solid framework in place, the window is now open for a whole new level of interactivity. Having built the scanner gameplay and UI in about a day, I hope I've at least partially convinced you that powerful tools are the key to building a great game. With the completion of this month, those tools - the UI, the renderer, the HUD overlay, the node interactions - have never been in better shape.
Going forward, I can only reiterate what I said last month: 2014 is going to be big. I hope you'll all agree that we're off to an auspicious start :)