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.
All that remains is finishing “Bad Luck” Bart’s first mission, then we’ll move on to Alpha 1.
Alpha 1 is all about expanding content and passing parity with the Unreal version.
December should be fun - we’ve got the patreon backer ebook of the month ready to go, a new chapter of Odatria all ready to go, and I’m nearly done with the incredibly large set of changes for Alpha 1.0
Which, to be brutally honest, was a lot more work than I was expecting.
The motto for Alpha 1 is “we do these things not because they are hard, but because we thought they would be easy”
The mission system alone is vastly flexible by design, which required so much more testing and bug hunting than I was expecting
Many times while preparing for Alpha 1.0 I thought it was ready, and then something broke that I wasn’t expecting