Missions
The last two weeks have been very busy. I finally managed to get the mission system up and running. This allows you to take on a variety of contracts, such as smuggling, hacking, and bounties. With multiple factions in the game, you can choose which jobs to take based on your loyalties. If you prefer, you can also take jobs based strictly on how much they pay. After all, galactic politics can be someone else's concern. ;) The first type of mission I've implemented is the cl
Multiplayer
So...at the start of the project I made the decision to not add multiplayer support to the game. It was my first project as an indie developer, I figured I should keep it simple. A good idea as far as ideas go. Interestingly though, as the design has evolved over the last year, it's become clear that the game would be ideally suited for multiple players. Sure, I have AI players who can fill the role, but there's nothing like playing against human opponents. Now as a professi
What's new
It's been quite some time since the last post! During that time, I've been hard at work on the game. One of the most important challenges I've tackled this year has been finding the core experience for the game. When I first started off, I had *tons* of ideas and I admit to putting too many of them into the mix. More is not always better, and so I had to step back and figure out what the main focus should be. With some help from friends (thank you!), I was able to focus the d