19.7.14
Hey again, folks!
I rewrote the whole upgradesystem today. Before i did this, i always needed to dig through the code to find the component for the ship i wanted to get. So i noticed, it’ll be different to get only the players weapon.
For example, if i changed a weapon of the player, every enemy with the same type of ship switched with him. That wasn’t the way i wanted to do for sure.
Now, every little ship, is it’s own master.
That means, that every change in my new created database, will change the whole behaviour of a ship.
For example, if i decide that a weapon needs more energy, it will drain directly from the energygenerator component of the ship it is attached to. That results in a lower energycapacity and this results in slower firering weapons if the energyconsumption is higher then the refreshingrate of the weapon.
Thats the chainreaction that i wanted.
For another example:
You bought your new superior XXXXXXXXL Storagesystem for your ship.
Congratulations! You’r shipspeed decreased by xx%. Maybe you need a better engine now?
Then i made some new kind of shieldtype to make fighting more interesting.
I’ll make them Proton, Neutron or Universal-based. That means if you got a weapon that is proton-based. You’ll make less damage against proton-based shields, but much more damage against neutron-based shields. And yes, “normal” damage to universal-shields.
Ahh well, if you ask what that specialslots are for…
i want that you can customize your ship as much as you like. That slots are visible slots for smth. like radar, scanner, mininglasers or something else.
I got another idea, when i thought about the engine.
In most spacegames the engine is kind of the same.
Maximum speed, actual speed, yeah nice… what about fuel consumption?
I really don’t know if you like it when you fly around in a lonely sector ingame, found something interesting and…. whoop you looked at your fuel. Empty.
It will be much more realistic for sure, but i think it will interrupt the gameplay / funfactor.
Enough for today i think.
Stay tuned!