It's been quite a while since I've updated the changelog, but like a more professional project I would like to begin updating the changelog as issues come and go.
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Some basic AI is in!
- Ships use a slightly modified version of Unity's PluggableAI which uses Scriptable Objects
- My modificaton is an addition of a queue that the agent adds to whenever it moves to a new state so that it can fall back on it's last state if it reaches a null decision (still allows for the 'remain' state feature)
- To make the game feel a little more lively, there are a couple random ships just wandering throughout the system, this will probably feel really nice when they can communicate/attack/drop loot.
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Testing some basic UI notifications! (Imagine the (Harvested x10 Wood) notification from Rust)
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Target Indicator are quicker and state driven rather than created manually
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Weapon panel has buttons for nanobots/shieldbots (not programmed yet)
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Asteroid fields now apply slight random spinning to created asteroids
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UI
- Sidestep and Blink cooldown indicators are in the bottom left corner
- New logos!
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You'll now find a few random bases and planets throughout the map
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Tradelane placeholder models are in and they look... amazing...
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New console command: "last"
- Use this to repossess your last ship if you released it and want to get back to it without restarting the scene
- Projectiles are slightly more performant and should hit their target more often
- Placeholder ambient background audio
- Engine effects
- Cruise engine effects!
- Quit and restart debug commands
- Refactoring and speed improvements
- Should be less stuttering if any was experienced before
Made possessing easier to improve and more modular on my end
- Changelog begins
- Flycam improved, no more stuttering
- Debug console now uses reflection to find all debug commands and populates itself on start
- Features:
- You can now spawn a default ship and possess it if you are stuck in flycam
- You can now quit the game
- Features:
- New skyboxes!
- Thanks to Hedgehog Team