![]() ![]() The spring cleaning update is finally released. Both which will have quite the impact on the universe, but more on power next week. Work is still moving forward on audio, and our new power proposal. While we prepare for all of that, bug fixing will once again be focused to establish more overall stability this includes fleets and AI. There will be more information about the specific locations and stellar objects in future news posts. These will become focal points for contention, and exploration. All points of interest will/should have a gameplay purpose within the galaxy. It could be a sector, a set of sectors a planet or other stellar phenomena. A point of interest could be many things. Our discussion internally is based around a concept of points of interest within the universe. The crafting system will also have to take this into account and will be revised the same way. Meaning only specific capsules and ores will exist in specific parts of each galaxy. The current system we are designing will be moving to more points of interest and contention in the universe. Where resources are and how, you as the player, use them. This leads us to discuss and work on two specific things. The game’s present universe is very uniform and doesn’t lend itself to a more dynamic universe we would like to see. We are discussing and planning how the next version of resource distribution will work in the universe. Our current focus is on outlining the final gameplay elements of the game as a whole and making sure we cover the aspects of exploration, movement, building, fighting and developing your empire in an interesting and satisfying way for the player.įor this to work properly, we have to adapt our current universe layout. We’ve been working on a public version that we would like to release soon. Much of these discussions have revolved around our end goals document. The level of planning and discussions has probably increased tenfold since StarMade’s next steps will be quite large, so what we can reveal right now is in the next section. We are also working on other projects in the background, but we can’t reveal everything just yet. Fleet commands will be made consistent between server restarts, as well as improved local movement, and we will be looking to make fleet fight-or-flight behavior a lot better. One major addition will be a new request system, that will give better overall performance and superior logic for requesting chunks allowing for larger entities. This is all detailed in a forum post here: However, we decided, that with a new flexible release schedule it would be best to do weekly news posts when possible from here on out. Combine that with chambers just not working once they're a single block smaller than required for the current level and the exponential increase of reactors, chambers and thrusters to have anything but a snail ship, and you've got happy PVP players having dogfights in fighters but the core of the community, the shipwrights, feeling hated by the system that hard caps ship size below 10k mass pretty much if you want it to be viable in combat beyond just "sit and fire like a turret".It’s been a little while since the last news update. 2 reactor blocks down and then you have to place another 98 to get to the next level. A light escort with minimal armor.įor context, the block-to-level system also applies to power itself, so you put say. Wish you best.ĭunno if you're still watching these threads, but if/when you manage to come back, it might be a good idea to have the team do an update focused on builders as a community, we felt screwed over, to put it politely, when we saw that the new system was so horribly balanced that it actually caused problems with designing ships larger than say. Hope you'll get back to working on Starmade, because your absence left some noticeable void in the genre. There are some other nice building games like From The Depths or Stormworks but they lacking that space aspect. Stationeers have some nice complexity but it's very time consuming, complicated and lacking space exploration, starship building. Better with Empyrion but it feels to cheesy for me but at least it have some story and some basic NPC's. Never liked Space Engineers because it feels to simplified, grindy and boring. I like minimalistic logic designs from Starship Evo (they definitely take less space and give that feel of an electronic modules) and system complexity from Starbase (cables, pipes, modules). New games coming up, maybe you'll get some inspirations. I hope you'll be able to get back to work on it. Too bad you can't work on Starmade anymore, I'm constantly checking on website from time to time if there are some news on progress. ![]()
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