July Development Notes
It's been awhile since I posted, I've accomplished a lot since the last post. I spent some time doing game design and documentation to layout several features, scope and level of overlap between different modules. I onboarded another developer, who did the game design and started implementation on the economy, the words 'this is how real markets work' were mentioned, 🤔. Anyway I've been working on getting the planets built and refined, they're buildable, capturable, and defendable with a bare bones scope. Adding features every day to the planet loop.
I ripped out my version 1 of the content pipeline, I realized I was re-inventing what git gives me for free, just so I could push live changes to servers for values that would never change, and then have to copy it to every potential game server. It was a bit painful to rip out, but now our content pipeline is more inline with what I would expect for a live service game.
Pushing forward, the game is starting to get its core features, I still have a good bit of work left on the planetary sub-system, then onward to NPCs, and a star map generator. Then oh so much asset creation to replace my placeholders, Blender and I are going to get very tight!
Til next time y'all...
OH yea! I also got onto steam (not publicly), got my game pushed up and hooked into their network so myself and my other playtesters can use steam to log into the world and test things I cannot test without other players, like lag compensation on shots!
More later...