[devlog] Trading, gameplay and modding

rtitle03Hi !

It’s taking me more time to find an proper title than to write the article itself, as we are nearing 1.0, the updates are becoming less and less thematic. πŸ™‚

Many of the changes this week are trade related with the new colony imports and exports, and the new dock scanner allowing you to know what you can trade at any revealed dock, no matter the distance. Modding has also been improved, with the addition of a mod manager, damage resistances for shields, dodge chances for ships. And of course there’s plenty of improvement both to the UI and gameplay.

(also I want to publicly thank the person who sent 60$ for the deluxe edition a few weeks ago, you made my day !)

Let’s get to it πŸ™‚

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Devlog: Trading System (mostly)

title07My apologies for the delayed devlog, it has been a busy month for me, but don’t worry the development is still going as it’s used to. Beta 4 is even going to be released later this week barring any last minute major problem.

Back on topic, the last two weeks were spent putting the finishing touches on the general user interface, fixing a bazillion small issues, improving things left and right, and more importantly finalizing the trading system.

Let’s get to it πŸ™‚

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Devlog: Free Traders, code optimization and stuff

Snap1427Hi guys !

My apologies for the delayed update, life got in the way and it’s likely that next week will be problematic as well. When I have to make a choice between coding and writing here, I favor the former. So don’t get alarmed by the erratic schedule, development goes on as usual.

Anyway, I made a fair bit of progress toward the release of the Beta 3 with a massive performance and stability boost, the new “free trading” AI module for your ships and multiple smaller other changes i made to the game.

Let’s get to it, shall we.

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Devlog and Design: Trading !

Snap1394Hi there !

Sorry for the small delay, I made the mistake of launching Crusader Kings II, and well, restoring the roman empire took a bit longer than expected (freaking HRE who decided to be a stable and powerful blob for once). And many thanks to those who bought the game on itch.io or donated. Beta 2.1 seems to works okay for most if not all of you, which is good πŸ™‚

Anyway, it is time to deal with the trading part of things, and there’s a lot of ground to cover. This post will discuss what I am doing now and what are the goals for the beta 3. Hopefully it should be released before the end of the month.

edit: I removed the discus comment system on the website and put back the old one. Discus was getting out of hand and calling scripts from dodgy and privacy invasive websites. Also replaced and improved some other features of the website, and added an option to subscribe by email. The mobile version should be easier to read and navigate too.

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Devlog: Comms and Trading

Snap702Hey, weekly devlog thingy !

I will make this one short, not because there’s not a lot that has been done, but because the important bits can be explained rather quickly, for once (and absolutely not because I need to sleep). Anyway ! In the stuff that you can see, I started improving the communication channel thingy with the other ships and added a setup menu for your factories. In the stuff you can’t, I drastically improved stability and multi-threading.

As usual details and relevant screenshots in the article. Enjoy πŸ™‚

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