Development Update #19: July 2014
Thanks for waiting on me folks! I've been on a coding spree for the past two days and just couldn't stop. I promise it was worth it ;)
All went well this time except for...a massive amount of failure getting the audio and video to synchronize D: I tried as hard as I could to fix it...apologies if anything sounds wonky!
The finalization of the Limit Theory Scripting Language (LTSL), as well as the continued development of the in-engine compiler and executor have allowed a good portion of the LT algorithms to be moved outside the hard-coded program this month. Not only does it make those algorithms moddable, but it also makes them capable of being tweaked and reloaded in real-time from within the engine (without restarting!)
Truly, LT has never had a more powerful toolset for content development and rapid iteration.
With a new and significantly-improved distant level-of-detail system, LT's graphics have never run so smoothly. Thanks to this sweeping optimization, we'll soon be seeing more in-game geometry than ever before.
A new layer manager for the node UI makes the interface more powerful than it's ever been. Tabbing and managing multiple screens of information has never felt so good in LT!
At times I felt guilty about July. I had set a goal to focus exclusively on content, polish, and playability throughout the month. I did spend quite some time on those things...but in the end, I spent more time on the development of LTSL than I had intended to. Looking back, though, I couldn't be more thankful that I did. With the LT scripting engine fully in-place and LTSL already mature enough to use for ship-generating algorithms and game logic, we're in better shape than ever before to see rapid content development.
Only time will tell whether July's investment will pay off, but, having spent a rather small amount of time with fast content iteration and already seeing solid results, I've got a great feeling that I already know the answer :) The 'bonus' of moddability is also hard to overstate. I just can't wait to see what LT becomes between now and release, and, to an even larger extent, what it becomes post-release. It's gonna be a fun ride!