Build 00.09.07.16 Status Update (Jan)
As per my previous update, we’ve been working on getting Build 00.09.07.16 out. Due to some technical issues which we were working through at the time, we opted to do further testing before releasing the build to the dev test server. We expect to release this build to DSS shortly, and plan to release an official public build later this month.
phase I: AI controlled space defense systems on stations (x4), carrier (x1), Orbital Defense Systems (x2)
phase II: AI controlled planetary ground defense (x15) systems (fixed & mobile)
phase III: Player controlled planetary ground vehicles (x13) & defense (x15) systems unlocks and testing; including weapon systems. Not including MICE (x2), which require special handling
phase IV: Player controlled naval (x2) vehicles unlocks and testing; including weapon systems.
This upcoming build contains Phase II of the defense systems, in which the AI controlled planetary defense systems are fully active. Phase III of this involves player controlled planetary vehicles. Seeing as all of these defense systems in Phase II are also player controlled; though they will only be AI controlled in this phase, we decided to complete and/or clean up some of that Phase III work as well due to the shared code base.
In this build, we have fixed several lurking issues, including some previously unknown crash bugs. We’ve also finally deprecated support for DX9. Going forward, we will stick with only DX11, while taking DX12 into consideration down the line.
With support for AI controlled space and planetary defense systems, our next smaller releases will focus on player ability to activate/deactivate them via a terminal inside a building as indicated below. Then our next big release will enable player control for these units, while adding the other ground and naval units.
1) Passive (default) // fires only when fired upon
2) All Targets // fires at all targets
3) All Hostiles // fires at all targets hostile to the player alliance that activated this terminal
Anyway, that’s all for now. It’s a massive project, and we’re a small indie team, so we’re taking it one step at a time as we race through the final stages of the game’s development.
In case you missed my Nov dev blog update regarding the plan to port to UE4, please catch up on that as well, as I will be posting more about that soon.