Prototype enemies, redesigned sphere space
We've been working hard over this last week making tweaks and improvements to the prototype, so here's the first of several updates on some of what's been happening.
We have a re-designed sphere layout with much denser and more interesting spheres - it's a step towards the final roguelike interior layout we're planning to use.
You may also notice some new red things that weren't there in the original alpha trailer - they don't look like much yet, as they're just reusing the powerup graphics for now, but underneath that they're the makings of ferocious enemies for you to battle against :)
There are some very interesting challenges with working on AI to control ship movement wrapped on the interior of a sphere - for those who are interested in the mathematical details of it, all our positions and velocities are stored as quaternions so we avoid problems of gimbal lock and can process realistic physics updates in realtime, not just rough approximations as you'd get with euler angles. Dogfighting in this spherical space is great fun. We're looking forward to making more progress in this area!
Stay tuned for our next updates - we've been developing our own model editor to speed up ship and weapon graphics development, and we've made excellent progress on an extensible internationalisation system that'll allow the game to support as many languages as possible from the earliest stages.
We're close to our goal, but we're not there yet. Since we're now in the last week of our campaign, we'd really appreciate it if you can help us get the word out among your social network - please tweet about this game, or share it on Facebook or Google Plus - tell your friends so we can make this a reality!