Post news RSS Space Combat Refinements

a new build to share with you today. As far as work moving forward for my backers, I have to finish the interface issues mentioned below making Joypad, Keyboard/Mouse easily useable. I have all core functions of the game done. Once we nail down the final bits on interface we can then move on to filling in the rest of the episode content. I have a do or die hard date of December 24th. If I don’t have it submitted to iOS by then I loose the name. SO it will be done before then.

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We have a new build to share with you today. As far as work moving forward for my backers, I have to finish the interface issues mentioned below making Joypad, Keyboard/Mouse easily useable. I have all core functions of the game done. Once we nail down the final bits on interface we can then move on to filling in the rest of the episode content. I have a do or die hard date of December 24th. If I don’t have it submitted to iOS by then I loose the name. SO it will be done before then.

This build has several refinements mostly centered around space combat. As this is a big part of basic gameplay I wanted to build more into it PLUS we have several bugs I hope you will find squashed now. Some of the improvements include seed based procedurally generated Nebula clouds. I personally found the black with stars background a bit boring, I hope this breaks that up a bit. If you return to the same sector in space and have a encounter you should get the same nebula. Also we have added some new HUD information for PC, including a speed indicator and a Enemy Target indicator.


If you target the engines and knock out all four engine modules you will disable the enemies ability to move. I plan on doing the same with bridge, but make it disable weapons. Need to get opinion on the game play impact. This is a big improvement that I hope will increase gameplay opportunities.

You can find the space battle engine improvements in the melee mode I added, Melee contains the combat improvements and the bug fixes, if they are working for everyone I will move it to the main game.


As I continue to make the PC version workable with both mouse/keyboard and Controller capable. I have decided that I need to rework the interface in some areas like Weapons creation, you will notice some small changes in the Beam weapons creator area. I removed the weapons type button and added to the last slider. so the idea is Roll and Continue will end up on buttons A and B of the controller and the sliders will be adjusted moving up/down on thumbpad for changing slider type and then left and right to add or subtract points. I would love more input in this regard.

Also they are numerous fixes in the main game, like walking animations etc, However I am still in the middle of coding Episode components, so you can get stuck easily.

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