Today we demonstrate one of the systems we're focusing on this year now that the ship systems have our undivided attention (see the Battle Plan article), as well as explain a bit of the reasoning behind the months of work we've put into plating, angles, and prefabs.
Next video on the list is a visualization of the power-line systems, so stay tuned and keep an eye out for the next major update to Blockade Runner!
To reiterate: Portions of this video are visualizations, and are not in-game footage.
Hopefully the video shows a little bit of the background work we've been putting into Blockade Runner, and that there is a goal in mind with the features Nathan's spent the spent the majority of his time on!
Also, I'd like to make a mention towards the N64 styling. Since we're aiming for a sandbox style for the greater portion of this year, we've reconsidered our low-poly limit and will be maintaining the higher poly count ala the Rock Monkey.
Aaaaand, quick update on the multiplayer update since I haven't caught up with the tweets on the main page yet:
It's progressing very well considering it's complexity (6DOF multiplayer team building/destroying with 100% sync is no pickle), but there's still very obvious bugs that'd prevent gameplay. We need to ask for some continued patience while we iron these out.