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This weeks update sees the another starfighter added and the begining of the balancing act that will become the starfighter and stats grids. These grids will be used to determine the roles and in some cases the aesthetics of each starfighter to be made from here on. -Introduction of starfighter and stats grids into the games conceptual side. This is not something that will be seen in the game but is instead used on the developer side and in community polling to define roles for starfighters and to balance their parameters in the game. All starfighters have been balanced in accordance with this grid. -Added new starfighter Oshiro Armaments Mark 11 Shuriken Ultra. -Added new dynamic camera positioning system that detects the average amount of space that is available around a starfighter and adjusts the camera distance and height in realtime from the players starfighter as they move through the environment. -Added turn speed boost when throttling down and turn speed debuff when at maximum throttle. Using your afterburner currently has no effect on turn speed as you have to be at full throttle to use it and get a debuff for doing so anyways. -Added mouse pointer clamp to keep the mouse within a 250 pixel radius around the screen center to make mouse control much more manageable. -Added new artwork for starfighter cannons. -Adjusted collision damage when impacting enemy starfighters and terrain. -Module data is now saved to a json file for easier management and the list of modules is updated based upon what is in the JSON file. -Module cost is now calculated into the over all cost of your starfighter. -Added a starship cost counter to the bridge menu of the Heliosiren that updates as you change components on your starfighters. -Vast portions of story mission data such as audio files and objectives are now stored in JSON and the Resources folder and are loaded by the mission manager on an as needed basis. This is also the first step towards laying the ground work for a custom mission builder for future workshop integration. -Optimizations of radar and aim scope rendering. -New skybox images for some environments. -GPU Instancing now running on terrain meshes and a number of other terrain optimizations and improvements. -Rework of post effects. -Addition of new post effects options in the config menu. -Added Level of Detail culling to several models in the game to improve overall performance. -GPU instancing has been expanded to a number of shaders to improve performance. -Implemented new particle explosions across the entire game. -Implemented new projectile graphics. -Reworked damage states for player controlled starfighters. -Began redesigning the first mission level as part of a greater movement towards overall better quality and diversity on maps for greater dev side reusability and extended playability.
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