At its core, the game is about designing airships and fighting with them. Ships are put together out of modules, and the layout of modules matters a great deal: everything on board is done by individual airsailors who need to run around, ferrying coal, ammunition, water and repair tools - and sometimes their fallen comrades.
You can command fleets of airships both against the computer and against other players across the Internet.
In addition, there is a single-player strategic mode, where you use your fleet to conquer city after city, unlocking new modules and bonuses with each of them.
The game has an authentic-ish system of heraldry where you can create your own coat of arms, and register it with the game forums as unique to you.
As the final major change in dev 7, I've been working on upgrading sailors' ability to move around outside ships.
So far, marines and grenadiers could jump or grappling-hook between ships, but if they ended up on the ground or on a floating rock, they were lost. They'd literally just stand in place, vibrating gently, unable to move.
This is fixed now: they can move between various places at will. Code-wise, this involved creating a new abstraction over ships and land formations. The code for them is different, but they are both physical objects organized in a grid. This meant that I was able to improve the code used for moving across ships to also work for bits of land. Crew can now jump from one rock to the next, or walk across the ground to enter a building, and similar things.
But just being able to move from one place to the next wasn't quite enough. For example, moving from one building to the next means first exiting the original building, walking across the ground, and then entering the new one. Or perhaps boarding an enemy ship requires a fearless leap over to a floating rock followed by a drop onto the enemy ship. Finding paths within grid-objects isn't enough, they also need to find paths between them.
So now, crew can evaluate grid-objects (ships, buildings floating rocks, the ground itself) for whether one is reachable from the other, and create complex multi-jump paths.
Explanation: Links taper in the direction of travel. Green links can be done with jumps, yellow links require grappling hooks. The blue path connects the ship at the top left to the ground through a sequence of green links.
What does this mean in practice? You can now tell marines and grenadiers stuck on the ground to go board another ship or building, or rejoin one of your ships. You can tell your crew to abandon ship and reinforce some other craft. You can also select the ground and floating rocks and issue orders to crew members there.
This also lays the foundation for new kinds of enemy in dev8. Giant spiders that come to eat your crew will run using the same code. I'm sure you're very happy to hear that.
Finally, as promised, here is the second new heraldic charge:
Half maintenance and greater main map speed for landships under 2000 weight
What remains to be done? Bug fixes, mostly. Translations. Trying to catch new bugs I introduced. Dev 7 will be out shortly and the final charge will be revealed.
Highest Rated (2 agree) 10/10
Great game. I've been playing since Dev2 and it gets better each time. It's a steal for only $5. Reminds me of the Total War games with it's campaign map.
Apr 24 2014, 4:50pm by CanofSodaGames
Latest tweets from @zarkonnen_com
14hours 51mins ago
At the risk of entering the "what is #indiedev" debate, if there's money guys meddling with the art direction, you're not indie.
19hours 3mins ago
19hours 5mins ago
Jul 28 2015, 2:56pm
Jul 28 2015, 2:43pm
I won't be at gamescom BTW because I'm going to a friend's wedding in the UK on that weekend.
Jul 28 2015, 8:19am
@bartwerf A bit gnarly but that way it'll show up on a normal profiler.
Jul 28 2015, 7:27am
@bartwerf Idea: persist game state to memory constantly. Detect lag spike, enter loop of reloading state and recreating spike.
Jul 28 2015, 7:27am