June Development Notes
Since my last update I've been focused on my tooling, one of the burdens of using a code-first approach instead of an engine. Though the tooling I've been focused on I don't think you get out of the box with Unreal/Unity/Godot, but maybe?
My original admin tooling allowed me to tweak some values live against my game server to get the feel for flight right. As I began to author my ability to traverse between systems, I was still using a static map definition.
So I built an editor, to allow me to view and edit routes between gravity wells, but with this came the realization I would later need to do this across multiple servers, so I built a control plane and abstracted the definition authoring out of the live server, and put it into this new domain with a copy functionality to apply it to my game server. Very nerdy stuff, reconciliation, statuses, all that fun stuff.
Once this wraps up I have some more tech debt that has accumulated, then I will start building out some of the planetary interactions. The tech stuff is both what I'm interested in, and something I believe is very important up front. A strong foundation with proper architecture will lead to a better optimized game and value for everyone involved!
I want the PVP experience to be smooth, optimized, and be an after thought as I add features.
More later...