Hello everyone!
Take a look at the latest devlog (24/03/2015 Checkpoint) and new video of last build № 0.026/33 to know all performed works during this week.
Follow us to watch, how the game is evolving right before your eyes!
* warp travel
*Thanks space gods! This torpedo missed.
*don't forget to protect your engines
*Alcubierre drive and small suns on both side of the "sphere"
Demonstration of build #0.026/33 from 24.03.2015
List of performed works during this week:
- These bugs are fixed:
- With incorrect change of path traversing status for tiles during the separation of a location;
- Error with activation of quest timer for the gravity brakes;
- Critical error with visualization for the micromanagement map level of one location, when opening the micromanagement map level of another location;
- With incorrect curvature of sprites inside the lens effect;
- With incorrect task finding by a NPC which is a member of a squad;
- With incorrect searching for task type “to treat”;
- With incorrect searching for task type “to build technics”;
- With extra calculations for a NPC’s pathfinding;
- With the incorrect checking of a target technic’s availability for a NPC;
- With incorrect calculation of rotation axis for a location;
- With cancelation during a search for a map area with oxygen while moving through a door;
- With incorrect visualization effect for exit from warp;
- Other bugs;
- Curvature of sprites inside the lens effect was corrected;
- Connection scheme between a NPC and its target technical object was corrected;
- Checking scheme was modified for technic objects, NPCs, items, light sources, environment objects, which are all located on a tile;
- Algorithm of oxygen consumption was added for NPCs without spacesuits;
- Logic behavior was added for NPCs without spacesuits, they avoid map areas with low oxygen levels;
- Algorithm was added for flames burning oxygen, as well as fire dampening when the oxygen level is too low;
- Additional program was created for easier generation of a background’s textures;
- Warp background on the local space map level was changed;
- New textures were added for the ship’s visualization on the local space map level;
- Backlight was added for NPCs which are a part of the selected squad;
- Algorithm optimization was performed for location separations and for deleting all technics from a location;
- Optimization was performed on calculations for sprite coordinates, which are visualized by the GPU;
- Correction was added for task finding by NPCs which are part of a squad;
- Skeletal animation was added for running technics like “3D-printer”;
- For technic objects and NPCs we added a parameter - “quest object”, as well as a connection between those objects and their appropriate quests;
- New class of objects - “quest points” - was added, as well as the connection between those objects and their appropriate quests;
- A system of containers for a few types of technics were modified;
- Ability to save quest points and quest parameters into the ship’s template was added;
- New types of triggers for mission performance were added;
- Work continues on the first official project's teaser;
- Work continues on storyline and gameplay of the technical demo;
I've been waiting for these updates! This just looks so cool!
Also can there be point defence? Like even if there are thermal decoys but if one deploys them too late, the missiles hit. Can there be some rapid fire gatling turret that would shoot at missiles? With an option that you can choose if it shoots at missiles or at enemy ship.
Also, i want to see boarding ships! Like a hangar!
Concept is that you could make your marines board the boarding craft and send the craft to the enemies ship. It would penetrate thru the wall and the marines come out with military rigs and assault rifles killing the crew. That would make it more tactical and the point defence turret could prevent their attack. I can imagine how engine room gets overrun and the enemy ship stops.
Just... UUUUGH i love this already!
Thanks a lot for your kind words and support! We are glad that you are interested by Sol-Ark project.
Right now, you must to press the "thermal decoys" button to deploy them. So if you do that too late or too early, then missiles will hit the ship.
The Gatling turrets have already shot in coming missiles but they require some time between each shots. Also, they have a limited angle inside which they can hit on missiles effectively. But the good news - yes, if they shoot on an enemy ship, all bullets will cause some damage.
About boarding missions... We've already had ability to connect with any big object on the local space map level, such as derelict stations, ships and asteroids. And you can even choose where exactly you want to connect. And if this place will have some obstruction (for example, external wall of the enemy ship) you can just disassemble it and then your troops can penetrate inside. Other ways of boarding (including your example) will appear in future.
Look Great, Reminds me the old "Raptor" background
Good luck with that :)
Thanks a lot for such kind words! I can't explain by words what do they mean for indie developers. We deeply appreciate this!
Wow! Looks like a fantastic game. You've put a lot of time and effort in so far! I'm really liking it, can't wait for the full release. Will be Watching.
Thank you a lot for your support! We are working for our players and follower. By the end of March 2015 we've put more than 10.500 of working our in this project. And this is only beginning. We'll launch Sol-Ark's Kick Starter campaign in the middle of autumn 2015
Thank you for following, stay tuned and good luck!