Bubbles
I'm forever blowing
- Joined
- Aug 7, 2013
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New Kickstarter update; I cut off the part about their new webcomic.
What we are currently working on
We're completely focused on the Early Access version of the game. To give you guys a polished experience to enjoy is our number one priority. We have four teams working on different aspects of the game: the Engine Team, the Space Combat Team, the Mission Team and the Sandbox Team. Here’s what they are currently working on:
The Mission Team:
They are currently detailing the story-missions for the clusters in the Penrose Enclave, which consists of five different systems. They are also working on adding new event categories to the event system, which will be distributed later in the game. The new events that we now have cover everything from unique encounters to run-of-the-mill ones. They can be accessed via POI’s (you’ll learn more about them later). There now are a total of 50 event-lines, allowing for over a total of 500 unique dialogue-nodes and options (and more will be written! ).
The Sandbox Team:
On a side note: We now have our great artists Garret and Greg here on site for the next couple of months. This speeds up communication and iteration immensely!
They are working together with the Sandbox Team on creating and integrating assets. In the Mission Team section we mentioned the POIs (Points of Interest).
In order to trigger events, you need to access them via Supply Crates or Information Logs. They are currently floating in space and can be found by the player.
Information Log
Supply Crate
Also new asteroids for Space Combat were created.
Space Combat Asteroids
The station docking interface has been revamped. You can now access Trading, Refitting, Missions, Recruitment and the Bridge from one window, which makes it more convenient. Also ship modules can now be bought and equipped!
Refitting Interface
Trading also got a nice little feature that makes it a bit more exciting: You can bargain and try to buy items you need cheaper than expected, depending on the trader’s mood. This gives you a certain percentage of success on the transaction outcome! This will allow for a really dynamic economy in the game.
Trading Interface
The Engine Team:
They are working on performance upgrades and the integration of the audio-engine we use for the game. Although these are two short sentences, they mean a lot for the game.
The Space Combat Team:
The Space Combat team is working with very fast iteration and testing to redesign all the factors we don’t consider fitting for the overall experience. This approach is super helpful to achieve our goals.
To the already existing core prototype we added more granularity by being able to target the enemies subsystems (Weapons, Engines, Shields), which brings different damage consequences to the game, e.g. slowing down enemy ships.
Additionally there are Officer / Player Skill that affect parameters in the game. The Space Combat Team is also creating base maps for the game to show off possible different scenarios for story missions and pirate hideouts – boom!
The next steps are to implement multiple units for the player to command during Space Combat, to have deeper and more tactical decisions.
** Please note that everything shown in the pictures above is not final quality and work in progress. **