Hello, everyone! We are updating our news by the latest video about space battles and the latest devlog (CheckPoint 27/02/2015). Follow us to watch, how the game is evolving right before your eyes!
Screenshot and GIFs:
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* Gas collectors
* Enemy landing operation
* Thermal decoys and dusty veils
* V.I. modules
New video about space battles:
List of performed work:
- These bugs were fixed:
- With choosing nonexistent map tiles for the operation of in-game objects;
- With incorrect checking for a gгoup of map objects in one location during that location’s connection to another;
- With NPC’s choice of target object when it has been destroyed or moved in a new separated location during this time;
- With NPC’s incorrect searching for the nearest target object for task type “change barrel”;
- With NPC “freezing” during task selection “to move a technic,” when there are not any empty exoskeletons;
- With incorrect order of calculations for checking connections in a group of map objects in a location;
- With incorrect deletion of data about damaged map tiles when they are shifted to a separated location;
- With incorrect compound calculations for map objects type “door” while checking for the separation of the location;
- With incorrect “take a weapon” task performed by a NPC”;
- With performing tasks ”waiting” and “make a few steps in random direction” by a NPC while pathfinding or searching for the nearest object;
- With creation of extra map tiles while connecting one location to another;
- With incorrect assignment of parameter “location” for the object “list of tasks”;
- Other errors;
- Systems were optimized for the map‘s tile creation and for in-game objects’ interaction with them;
- Algorithm for loading data from a template of a location into the buffer was created;
- Algorithm of loading data from the buffer to a game location was created;
- Algorithm for creating location type “asteroid” was created;
- System was inputted for grouping connected map objects to speed-up checking for disruptions of a location’s integrity;
- Algorithm for checking disruptions in a location’s integrity was corrected;
- Algorithm for creating a new location from a separated part of the map was corrected;
- Calculation of changing parameters for groups of map objects was optimized;
- Now searching for the nearest game objects and the NPC’s pathfinding are performed during a few frames;
- For faster searching of target technics for NPC, we’ve added a dynamic system of regulating technical objects by their types;
- Optimization was performed for the operating algorithm of technics type “exoskeleton” and “door”;
- Sprites were added for deposits of resources on an asteroid’s tiles - metals, precious metals, water, precious minerals;Work continues on content for GDD and tutorial;