Hello, everyone! We are updating our thread with a regular devlog (13/05/2015 CheckPoint) and new gameplay video.
Take a look, how Sol-Ark evolves right before your eyes!
* collision between two ships
* new starting template of Sol-Ark for the technical demo
* From now you can gather a fuel (mix of H2/He3) near a gas giant
* Viewing of the enemy ship during space battle
* Operation of thermal decoys launchers and shunting engines
New gameplay video, build # 0.030/37 (13/05/2015)
List of performed work:
- These bugs are fixed:
- With incorrect material setting in the construction window to build a “wall”;
- With inability to minimize the construction menu drop-down list;
- With size change for square mouse cursor while changing zoom on the micromanagement map level;
- With pathfinding to an empty tile near a selected technic object;
- With searching for the nearest task type “to build technics”;
- With gas concentration calculation near planet type - “gas giant”;
- With incorrect coordinate interposition for objects during “screen shake” effect;
- With reloading for kinetic shield when power supply is absent;
- With switching off all power resources when you press buttons “turn off all technics” or “turn off all technics with low priority”;
- With visualization of fractional numbers in some text panels;
- With “rotate technic” task performed by an exoskeleton when the technic has already been rotated to the required direction;
- With setting “inactive” status for tasks;
- With inactive tasks chosen by an NPC;
- With calculation of amount of total resources inside a container type “water tank”;
- Other bugs;
- “Screen shake” effect was added for the space background during collision between locations and while flying in warp space;
- Loading indication was added for all types of containers;
- Sprites for sunbeams were added and their animation was implemented;
- Indication for a technic’s rotation was added during its construction or while moving;
- Ability to rotate a technic in required direction was added for their dynamic menus;
- Ability to gather fuel from planet type “gas giant” was added;
- Window was added for wake-up and name/profession view for an NPC inside an anabiosis chamber;
- Indication of status “damaged” and “off” was added for technics;
- “Components” section for construction window was added;
- From now on pirate ships use “kinetic shield generator” technics;
- From now on a NPC with random specialization can be placed inside anabiosis chambers;
- From now on during task “move technics” all icons disappear in the dynamic menu;
- From now on the local space map level buttons for cannons are not shown if those cannons are absent on Sol-Ark;
- From now on in a specific menu you can’t select “deploy” task for technics or constructions when there are not enough resources;
- Switching connecting bays on/off is performed for a whole group of the nearest bays in the selection window for connecting position;
- Corrections were made for the warp’s visualziation parameters;
- Balance corrections were made for power production/consumption/storage of technics;
- Parameter corrections were made for saving ships into the template. All templates are modified with new parameters;
- Dynamics were changed for damage distribution during collisions between locations;
- Characteristics for creature type “cockroaches” were changed;
- Work continues on filling random derelict stations with technics and other objects;
- Work continues on the first official teaser video for the game;
- New music tracks were created; work continues on voice, sound and music coverage for the teaser video;
- Work continues on polishing balance, fixing small errors and creating content for the first demo-version of the game to be released to a broad audience;
- Work continues on filling and polishing the GDD;
Great update! Looking awesome and getting me real hyped for testing! :)
Thanks, Adam! We are glad that you are with us.
Same here! Losing sleep just thinking about this game. Fantastic!!!
Thanks for such words. They mean a lot for every developer. We deeply appreciate your support. guys!
Could I be more excited? Maybe. Would it be healthy? Probably not!
Loved the recent dev video where a semi-routine docking procedure turned into a nightmare of explosions, fires and the cold vacuum of space.
Remember: rocket launchers don't kill people. Well-intentioned soldiers with bad aim do!
Your enthusiasm is hereby authorized to reach critical/unhealthy levels. A lot can start going wrong all at once, you may find this out sooner than later, Mr. Strand. I'll share a secret with you: despite my own astronaut's lack of caution with the rocket launchers, it was totally my fault that half the ship caught on fire--I didn't put out some of the fire from the random event higher up in my ship. WHoops!