February 2019 (Week 3)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added avoidance zones, preset areas that NPCs will try to path around and can’t fly through
+ Added these zones to all station pieces
+ Redid and re-added NPC presets, and made it so that NPCs look harder at these AI presets
+ Added variations on docking pods
+ Nebulas can now have separate exterior colors from their interior colors
+ Readded the undersnake
+ Fixed issue where stronger and larger ships couldn’t turn
+ Fixed issue where ships with no voices would try to speak
+ Added ghost trains
+ Fixed issue where nebula were off-color or sized improperly
+ Ship camera settings can now properly set an offset, also fixed camera settings on ships that needed it
+ Fixed issue where the center of masses on ships would be off, causing various ships to control wildly different.
+ Projectiles now have impact effects and also properly despawn their effects without it looking weird
+ Added a static asteroid spawning field, usually used for small vignettes
+ Made mineable asteroids spawn away from the camera
+ Fixed issue where NPC engine trails weren’t working properly, and lets them despawn with the system
+ Added clocktowers, which can actually tell the time
+ Added vauldwin racial station pieces
+ Started work on juicing up the garage system, starting with a fade-in, fade-out effect for ships being switched out of it
+ Fixed issue where some updated equipment wouldn’t fade out with cloaking or the garage system
+ Started adding larger ship models
+ Added garage and docking ring (for planet) models
+ Redid garage system to be juicer

fE

Dev:

rocksfire, exndl, RF

Tools:

unity, blender

Web:

twitter.com/exndl

+ got some audio equipment
+ music/sound guy working with us now. (RF) for short
+ netcode still being fleshed out
+ goblin character currently being animated
- wish i had more time to work on this, having a job is painful

+ networking!