The current stage of RipStar development is focused on a modular framework for developers of space combat simulators in Unreal, which will feature as the backbone of our future project.
While we don't have anything flashy to show you yet, media-wise, we have been plugging away behind the scenes. Currently, we have 1 (placeholder) player ship, 2 varieties of moving, shooting, AI enemy classes in the early stages, a functional turret class, as well as destructible asteroids.
The player ship has a functional tripartite energy system, working shields, rudimentary projectile-type weapons. Additionally, the player ship has basic forward, reverse (plus boosters); lateral and vertical thrust. UI includes a very rudimentary HUD for informational purposes.
PC and NPC classes can deal damage to each other through a simple component-based damage system; one NPC class can fly, patrol, and do simple seek and destroy actions. I'm currently working on packaging the energy and PC flight model into component-based systems as well. Modest gains, but substantive!
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