Upcoming Forum | New Website | Mining Facility | Shipwrecks | VFX | AI
apologies for the radio silence but I was caught up in various things like milestone planning, recruiting tasks, technical issues to get 12k email addresses grouped by reward tiers into vBulletin and syncing all WooCommerce user accounts with the forum. Unfortunately, it still doesn’t work as we want it to so we decided to drop vBulletin and rather spend some money for Vanilla forums which will be hosted externally as SaaS. We have already made some changes to one of their themes and it will take just a few more days to import all your email addresses and test it. You can see how it will look like below:
As we want to get a few more people on board next year, we also spent some time on pimping our corporate website with some help from Jan, a very nice young and WordPress-savvy guy who was unemployed. He also helped us with the Vanilla forum and the WooCommerce shop integration. We hired him for a few weeks and after the job was done we helped him to get a permanent job at www.comspot.de, where he is super happy. He will still be able to help us on any web tasks every now and then.
But we got also some cool stuff for you. Below you can see the first screenshot of a mining facility, made by our youngster, Malte. We put a lot of thought and creative direction into this, as mining facilities will play an important part in EVESPACE. It is a modular design so we can have a great variety, which is essential for our procedural level creation.
Matthias spent quite some time on creating capital ships. As your journey in EVESPACE will take you through ancient battlefields, we wanted to have huge shipwrecks scattered all around in space. They won’t just make a jaw dropping scenery but offer exploration for precious loot as well as hide and seek gameplay with your foes.
Many things have improved thanks to Marco’s hard work in the past few weeks as well. He revised the skybox generation for greater variety and improved the overall visual quality now featuring nebulas, lens flares and a crisper look. Plasma, gas and lightning fields emit light to enhance the overall lighting.
Marco has also added detail texturing to asteroids for a super crisp look at short distance and we even have got a new class of hollow asteroids that offer various surprises when you fly inside.
Last but not least, all environmental particle and weapon effects have been revised for better performance while preserving their high quality.
But there is even more: Sven has been busy improving and enhancing the AI. We got new behaviours for signature enemies and freighter defence systems and a more realistic aiming deviation so that enemies have a harder time hitting you with beam weapons when you perform agile movements. They will also make heavy use of their missiles and boost and start counter-measures when detecting that someone is on their tail.
So what’s next? Andreas and Hans-Christian have been working on our so-called 1st Playable. It will feature pretty much all the cool assets you have seen so far combined with a complete playthrough including combat, fuel mining, gas harvesting, crafting, perks, upgrading, interstellar travelling, player death and player rebirth. This is a huge step for us as for the first time we can tell how much fun it actually is to play EVERSPACE with its core elements all in place.
This build is scheduled to be done before the holidays start and we will share a new gameplay trailer of it with you very soon. Until then we will share more screenshots with you every few days.