StarFire was created with the intention to provide a tool to explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design his spacecraft in such way it fits his individual needs and play style, and most importantly, withstands the dangers that linger in the dark. As such, StarFire implements models based on science, and may also cross the border between reality and the paranormal.
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Nov 14 2012 Anchor | ||
I will post in here once in a while to document the development progress of StarFire. If you wish to watch it, please do so as it might reveal some features I may not have talked about yet. Currently, the development evolves mainly around data handling inside of the game. This data, for example, can be effect information, item model information, planet information, planet generation information et cetera, et cetera. Once I've worked out an effective way to handle this data, I can create things like cockpit consoles, working containers, tanks, engines, basically anything that has a certain function. I know I may have mentioned finishing functional items/elements before, but before doing this I want to make sure I have something solid to work with that is also compatible with the item generation I plan to integrate. I am also working towards creating a thing I like to call "Functional Element Groups". So here's the Changelog thus far: StarFire v0.0.09dev (equivalent to ShipEditor v0.0.040dev) StarFire v0.0.08dev StarFire ShipEditor v0.0.040dev Edited by: neutronio |
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