I wasn’t able to get a grip on character animation in Godot 4 in time to add the interior of the station to the gameplay yet, however this release does add all the important meshes and materials to the binary.
Fixes and improvements in this bugfix:
R3 now functions like the right-click on the mouse to toggle between UI modes
Added a large red “destination zone” to show where deliveries go - the size is dependent on the destination zone, so small will be much smaller than others.
Added an offset to the location indicator to move it from the center of the destination to the edge - I’m not sure I love it, so make sure to voice your opinion!
Fixed job overlap bug that was causing some deliveries to instantly complete when you were far away.
Added “destination” to the job info to make it clearer where you are going.
Reloading will keep the jobs you were working on, and the destination indicator should update accordingly.
Quitting a job and taking a new one now properly removes the destination indicator for the old job.
This build has some pretty mammoth bugs still, and as long-time watchers know quite a few features haven’t made it to the Godot version quite yet. They are coming! We’re not planning to remove any features yet, some are just a bit delayed as I learn.
I’ve gotten an interior with a really basic character ready for the next patch.
It will take a little bit to bring out the next patch and run around inside the first area on the Station Alpha 1.
But honestly - I’m finding it’s really just a pain to use. I’m going to go with something simpler. This is way too slow and awkward. It was a bit weird on UE4, and it’s still weird.
No need to switch mouse modes, and “B” for interaction will fit nicely on PC keyboard or on xbox (it’ll be A or square on other controllers - the right-side gamepad face button)
For those who would like to park and head into the station, I now have a nice little visible parking zone
Blue may not end up being the best possible color, but that can be changed.
You can now land at the station, check out “Bad Luck” Bart’s, pick up a job at the task board, and go back out there and do it.
Fixes and improvements in this patch :
The shell of “Bad Luck” Bart’s bar is now there! Sadly, everyone is missing - but they’ll come.
First person mode now has the ‘interact’ option to open things, though it’s still very WIP.
Selection sobel effect in FP mode, let me know if it’s too excessive.
Lots of tweaks to the job workflow, hopefully nothing really obvious but it should work a bit more like you’d expect.
Graphics tweaks to hopefully reduce some of the weird screen effects when changing levels.
You can now land at the yellow sphere on the station module and it will put you inside, then run down the hallway to the Hangar Bay and it will put you back in the ship. It’s a start, anyhow - this is not the final process.
Known Bugs:
For some reason if you click the green check as soon as the ship builder starts instead of going through to paint , it can crash. Still working on that one.
This build has some pretty mammoth bugs still, and as long-time watchers know quite a few features haven’t made it to the Godot version quite yet. They are coming! We’re not planning to remove any features yet, some are just a bit delayed as I learn.
Yes indeed - the cockpit cam switcher is now working. The interiors for both bridges on the El Toro are in place, I haven’t built a bridge for the Spectre yet.
All three conns now have bridge interiors - just press the middle mouse button or the right special on your gamepad to switch views.
Fixes and improvements in this patch :
Interior piloting now available. Having to balance the view draw to make sure the cockpit doesn’t clip but the station doesn’t flicker.
First view of the landing platform that will eventually be part of the whole interior hangar bay.
Several smaller bug fixes and adjustments.
Planet and station rotation slowed, the moon’s orbital speed slowed substantially to allow for easier drop off.
You can land at the yellow sphere on the station module and it will put you inside, then run down the hallway to the Hangar Bay and it will put you back in the ship. It’s a start, anyhow - this is not the final process. Same as last patch, this is just a reminder.
Known Bugs:
For some reason if you click the green check as soon as the ship builder starts instead of going through to paint , it can crash. Still working on that one.
This build has some pretty mammoth bugs still, and as long-time watchers know quite a few features haven’t made it to the Godot version quite yet. They are coming! We’re not planning to remove any features yet, some are just a bit delayed as I learn.
Milestones and roadmap info will be in a closed group going forward - all regular users will have access to it automatically, but bots/webcrawlers etc will not.
If you’d like access to the thread and don’t already have it, just drop me a note and I’ll be sure to add you.
Two animated characters are now in “Bad Luck” Bart’s, including “Bad Luck” Bart himself. The basic interaction is still extremely limited, just a stub to the dialog file, but that will change.
Fixes and improvements in this patch :
Having to balance the view draw to make sure the cockpit doesn’t clip but the station doesn’t flicker. Still some flickering and depth issues to resolve, but we’ll get there.
Landing platform lights (red/green, which is just a backup indicator to the landing sphere)
Part of the landing shaft for the full scene is now visible just to tease.
Fixed bug with closing the job screen before the jobs load.
Fixed bug with setting thrust too low and causing a crash.
Accidental duplicate sun removed.
Colorspace changed to allow colored lights (Replaced ACE with Filmic).
Added character rigging that’s compatible with mocap.
Added character portraits and dialogs.
You can land at the yellow sphere on the station module and it will put you inside, then run down the hallway to the Hangar Bay and it will put you back in the ship. It’s a start, anyhow - this is not the final process. Same as last patch, this is just a reminder.
Known Bugs:
For some reason if you click the green check as soon as the ship builder starts instead of going through to paint , it might crash. Still working on that one.
Some flickering on planet texture in the 3 seater El Toro cockpit, and some clipping plane issues in the 4 seater cockpit. Being tuned.
As always feedback on the forum is appreciated, you can go here: Alpha 0 Feedback Thread - #12 by MiguelB and drop bugs, opinions, and feedback. We really appreciate it!
Quite a few features haven’t made it to the Godot version quite yet. They are coming! We’re not planning to remove any features yet, some are just a bit delayed as I learn.
Asteroids, mission system WIP, and more NPC dialog.
You can now start conversations with “Bad Luck” Bart himself. I’m still working on the mission system UI and the actual mission itself - which will involve some piloting skills!
We’ve also moved to Godot 4.1.1 with this build.
This might even be the last build of Alpha 0… I sure hope to be on Alpha 1 next patch.
Fixes and improvements in this patch :
Still working on balance for the view draw to make sure the cockpit doesn’t clip but the station doesn’t flicker. Still some flickering and depth issues to resolve, but we’ll get there.
Adding the cockpit doors that will lead further into the ship.
Part of the landing shaft for the full scene is now visible just to tease.
Improved the UI screen for job info when there’s no job.
Added asteroids! Some you can run into… and some have secrets. No destructibles yet.
You can land at the yellow sphere on the station module and it will put you inside, then run down the hallway to the Hangar Bay and it will put you back in the ship. It’s a start, anyhow - this is not the final process. Same as last patch, this is just a reminder.
Known Bugs:
For some reason if you click the green check as soon as the ship builder starts instead of going through to paint , it might crash. Still working on that one.
Still some flickering on planet texture in the 3 seater El Toro cockpit, and some clipping plane issues in the 4 seater cockpit. Being tuned.
As always feedback on the forum is appreciated, you can go here: Alpha 0 Feedback Thread - #12 by MiguelB and drop bugs, opinions, and feedback. We really appreciate it!
Quite a few features haven’t made it to the Godot version quite yet. They are coming! We’re not planning to remove any features yet, some are just a bit delayed as I learn.