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All art assets for the first playable release are completed and all that is left is basically wrapping up the game, debugging and some polishing.

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This month, Mathias, the main 3d artist on the game left the team to seek other challenges. All art assets for the first playable release are completed and all that is left is basically wrapping up the game, debugging and some polishing. For that reason, updates will be less graphical and more technical. I’m mostly going to publish my programming changelog on tasks that took more than half a day to complete.

In other news, we’ve passed the 250k line of code mark! To put that in perspective, Quake II has 136k, Quake III has 229k, and Doom 3 has 601k [source]

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Of course this metric doesn’t say anything about what the code do but it gives some insights on the amount of work that went into it. :)

Change log:

Task:
Savegame format backward compatibility
Added settings.txt file functionality
60FPS Confirmed!
Added fullscreen support
Increased the scanning range of the active scanner so finding asteroid is easier.
Balancing economic system [in progress]
Savegame compress data to lower the saved game file size. [in progress]


bug fix:
Fixed asteroid spawning only one kind of ore
Fixed a glitch happening only on ATI video card
Fixed multiple bugs when reloading/recreating a game multiple time
Fix UI bug when removing a component on a unit in-game
Fixed a bug for debug/release savegame compatibility [in progress]


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Comments
Defect450
Defect450

Very nice!

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