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 ;)
The Video.
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!
Here she is: July in full-force!
Fast Coding.
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.

Fast Rendering.
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.

Fast(er) UI.
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!

July Retrospective.
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!
~Josh
Willem on
Great work Josh, game is shaping up nicely; just ignore all the people wanting to rush you. Most of us backed and supported you so that you can take your time and give LT the time and attention it deserves...by yourself. I have no problem waiting, just make the game as good as it can be given what the budget allows, whether that is 10 more months or 2 more years doesn't matter.
Lorenz Jugel on
That's very neat.
It's a bit of a shame that you rolled your own language instead of relying on scripting plugins like e.g. LUA. Not like I mind. It would have made it easier for modders, is all.
Game looks amazing as usual. Keep doing whatever you're doing, it's obviously working. :)
saluk on
Sometimes the right answer to "make cool stuff" is "make a cool stuff maker". Just be careful not to start "making a cool stuff maker maker". Or worse ;) You might go down a hole of recursion you can never climb out of.
Sleet
Superbacker
on
@Oliver: As per the previous update, release is tentatively pushed until early 2015, but there should be a beta near the end of this year for all of us to try out.
Oliver Lind on
So.... when will we be able to play this? It seems like Jan 2014 has passed and Jan 2015 is approaching quickly....
Victor Tombs on
What Sleet said. :D
Sleet
Superbacker
on
Thanks for the awesome update, Josh! They're always a high point in my months. :)