Trade centered scifi game. The player flies around in a spaceship either trading, hunting pirates or pirating himself. All activities and events are centered around the trade system. Pirate attacks are related to trade lanes for instance. If the trade stops, the pirates move away. The player can influence this in different ways, by trading himself, pirating NPC trade caravans or hunting NPC pirates. When the player hunts the pirates, the trade lane becomes safer. A safer tradelane will see more trade and thus the profit per trade will be affected, etc. The game itself is open ended, but the main goal is revenge. The player is fused with the ship and wants revenge on the people who condemned him to this fate.
The new radars are up and several HUD improvements have been implemented.
Posted by ractoc123 on Jan 5th, 2013
Finally work has once again been done on the actual game.
I have all but finished the two types of radar that will be in the game, Active and Passive.
The Passive Radar is the radar in the lower right. This radar is always on. Passive radar is short range and gives limited info. All that's available is location and relation, Friendly, Neutral, Hostile.
The Active Radar is activated by the player. It is longer range and gives more information. When activated, a second screen pops up. This blocks the main game window. The Active Radar gives out more information then the Passive Radar. Here, also the type of entity can be seen. The different types of map objects can be identified via different icons. Each different type of icon stands for a different type of object. Examples are Asteroids, Planets, Ships, Space stations, etc.
Aside from the new radar systems, the HUD has also seen some updates.
All HUD elements now have nice shiny borders. This makes the HUD much cleaner. I'm still not entirely happy though, so you can expect more changes there in the (near?) future.