Underspace
Dev: |
Pastaspace Interactive |
Tools: |
Unity |
Web: |
- Mostly away at a conference, so not as much progress
+ Fixed some issues with player trading when it came to offering money
+ Added the ability to trade items between players
+ Redid gun rotation mechanics
+ Stations can now offer unique mission types which can offer a bit more specific context or story (IE a foundry next to a near-depleted gold field might ask you to mine or prospect it for any new veins). Mission system redone slightly to account for unique mission types.
+ Stellar highways now move in the direction of the next lane, rather than just adding a forward force, allowing ships to enter at weird angles and not go all fucko.
+ Fixed issue where highways wouldn’t apply effects when going in a certain direction
+ Reworked some NPC flight physics for larger ships that were causing problems. Outside of combat, ships use the same flight model for better results.
+ NPC ships can now follow their constructed pathways, and will request docks, and go through jumpgates and lanelines
+ Added some additional control to NPC pilot objects to track advanced movement states
+ Modeled out the remaining fighters and combat ships, including bomber variants
+ Added movement code for NPCs in highways
+ Fixed issue in pathfinding code, such as where the ship would construct a path that was redundant in areas with branching path nodes, or the ship would dock too early or too late
+ Let ships queue for non-jumpgate things, such as lanelines and stations
+ In multiplayer, player formations now process themselves together for things like lanelines
+ Added remaining NPC-only fighters, as well as models for bomber-class ships
+ Added new large ship variations: mobile service platforms, construction ships, non-train transports, and resource-gathering ships