Development this past month has focused on finishing up the damage-related systems. I think it turned out great, but it took quite a bit longer than expected for a bunch of boring reasons. Like, I literally finished it yesterday. In fact, everything is taking a lot longer than expected, so I've decided to reduce the scope of v0.4 a bit and tackle the rest in the next version. This is annoying, since v0.4 was just meant to clean up the leftovers from v0.3 but whatever. More on that in a minute, but first let's talk DAMAGE, BABY.
Damage & Repair Game Mechanics
Visually, there's not much to show off beyond the ostentatious new UI elements:
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MORE READOUTS LET'S GO |
So we now have hull integrity, systems health and engine efficiency to manage. Engine efficiency was already a thing in Black Road Sky, it was just hidden from the player so you couldn't directly see how different engine modes worked at different efficiencies. Now you can! This is really just a measure of how effectively your ship is converting fuel into thrust.
Efficiency is now affected by system health, which is a measure of general wear & tear on the ship's systems. The ship will still perform well with system health in the 80's or 90's but will start burning fuel noticeably faster as you drop towards 50 and below. Wear accumulates naturally, but is pretty minimal outside of high throttle maneuvers.
Hull integrity refers to the structural stability of the ship's outer shielding. Damage occurs naturally during normal operation, but accumulates very slowly ... unless you're running into shit. This is pretty much a standard video game damage bar. A careful pilot will rarely need to worry about hull repairs, but system damage accumulates faster with a weaker hull, so fuel economy can be affected seriously by any major hull damage that goes unrepaired. Let things go too far, of course, and fuel economy will be the least of your problems.
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Game Over! |
Repairs can be ordered from any garage terminal. This works basically the same way as refueling, just pony up and it's done. As with refueling, there's a flat fee in addition to the cost of repairs. This is meant to discourage players from refueling and repairing every single time they land, just because I think that would be a tedious activity to reward.
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Get fucked, get fixed. |
On paper, this doesn't change the gameplay that much; don't throttle up higher than you need to and it's just an extra fee to pay every once in a while. In practice, though, actually having a reason to care about your ship's health adds a fun element of immersion to the game. It's a placeholder system but I think it's a nice taste of the direction things are moving in.
Reducing The Scope of v0.4
It should come as no surprise to Potato Clock Games stans that this update it taking for god damn ever. And there's still a lot to go. So I've decided to polish up what I've got once I'm done with the visual improvements that I have in mind and release it.
The game is already in a stable, playable state so this shouldn't have much of an effect on the overall development schedule, and it will be a good way to get some player feedback before moving on. I'm obviously not qualified to hazard a guess at a release date so I won't even try. It isn't exactly imminent but I'll say that it's on the horizon, whatever that means.
As for the elements that are being cut from this version, fear not, they'll make up the bulk of the next release. This means pushing systems implementations back YET AGAIN, but it's cool. We'll get there.
Coming Up Next
With the damage and repair systems finally complete, I'm moving on to experimenting with post processing, shaders and lighting. This is stuff that I know pretty much nothing about, so it's more research than active development at the moment, but it's something I've kind of got to deal with eventually. I'd also like to start redesigning the planets and moons. That might just amount to research, or redoing one planet, or maybe replacing all of them. Dunno yet. And I want to take another stab at some of the placeholder ship interior models. But then we'll just be a round of buxfixing, optimizations & loose end tying away from a release.
Tune in next time to find out if I just spent a few weeks ruining the game with a bunch of lens flares or something. Until then, fly safe, and I'll catch you next month!