Development Update #16: April 2014
Excuse me...you there! I have here with me that hot plate of Limit Theory you ordered!
Yeah...um...it's the longest dev update so far. By a pretty good margin. I'm sorry...I really didn't mean to take up your whole day...it's just easy to get carried away when so much is happening around you!
For the first time, I can say that Limit Theory really feels alive. NPCs buzzing around performing real tasks, just like the player. Asteroid fields lighting up with transfer beams and pulse lasers. The coming and going of ships at trade hubs. It's all finally starting to come together to produce that feeling of being a small fish in an infinite sea.
A detailed new commodities screen allows serious traders to track and analyze trends in one convenient place. Think you can beat the markets?
It's no secret that "shiny" is one of my favorite words. Last month I was able to abstain from graphics-programming-related indulgences. But surely no one expected for that to last two months? Well, it's a good thing it didn't. With refined planets, better central star lighting, richer star fields, more detailed asteroids, and a new station algorithm, there's a lot of new shine going on here.
This is it folks. We're getting to a point now where all those months of writing, re-writing, of thinking and re-thinking, of learning from errors and fixing them the right way...are paying off. The systems are here. The algorithms are here. We have incredibly powerful infrastructure for AI, for UI, for general gameplay implementation, and for graphics.
This month we are starting to see that power unleashed in the LT universe. And it is only the tip of the content iceberg. From the algorithms we will tap an infinite spring of content. More will follow quickly...and we will have our vibrant, living universe.
We will have it :)