Archive: Dev Blog

13th May – A Path Wrought With Danger!

Hey guys!

Work on the Avian mission has continued along at a steady pace, and I’m really pleased with how it’s shaping up so far. You can look forward to some branching paths, each with their own obstacles to overcome. I’ve been making sure there’s some secrets sprinkled here and there as well. Here’s a glimpse of what you can expect!

A path wrought with danger!

Continuing to expand our options for mission design, Metadept has added another bit of wiring functionality since my post last week; a delay logic gate which, as the name implies, causes a signal passing through it to be delayed by a short time. This has allowed me to do some pretty cool stuff with our new traps!

In other news, Metadept and George spent some time today improving the graphics on planets in the celestial interface; chiefly making ocean and non-ocean worlds more visually discernible from one other. Gas giants also have more colour variation.

Planet Changes

That’s it from me. Enjoy your evening folks!

Hello!

Metadept and George V have done a bit of work on making monster palettes match the biome they’re in. It sounds like a small change, but atmospherically it seems to make loads of difference. :) See for yourselves!

biomecolors

On the colonial side of things, Tccoxon has been testing NPC respawning, which involves doing a whole lot of this:

That’s all for tonight. See you tomorrow! <3

11th May – Ahhhhh it’s a monster

Happy Monday!

George V has been experimenting a bit with the monster generator by using existing parts on new bodies in new locations to achieve a greater variety of monster types. Here’s a bit of what he’s been working on so far– keep in mind that these may not actually appear in the game, as they’re only experimental. :)

experimental_monstersLet us know what you think of them! I’m hoping to have more stuff to show off to you guys later in the week– largely, the team’s been making progress on the same things they were last week.

Have a nice night, everyone!