There is one leftover issue which is catched by a fallback method, and therefore doesn’t affect the game at all. To catch this bug we implemented debug functions, so that fleets would be able to monitor themselves patrolling between sectors. It was supposed to bring all of their dock with it, but due to the bug only brought some of them. The main problem was a faulty database query when a fleet changed sector. There are also a few smaller features coming with the fixes.Īfter many iterations and tries, this error seems finally fixed. For this update we focused on solving a lot of new and old bugs.Ī few of the bugs were extremely hard to fix. You can check out our release cycle here (still a work in progress). As you probably already know, we changed our release cycle to be a lot safer. The spring cleaning update is finally released. Both which will have quite the impact on the universe, but more on power next week. Work is still moving forward on audio, and our new power proposal. While we prepare for all of that, bug fixing will once again be focused to establish more overall stability this includes fleets and AI. There will be more information about the specific locations and stellar objects in future news posts. These will become focal points for contention, and exploration. All points of interest will/should have a gameplay purpose within the galaxy. It could be a sector, a set of sectors a planet or other stellar phenomena. A point of interest could be many things. Our discussion internally is based around a concept of points of interest within the universe. The crafting system will also have to take this into account and will be revised the same way. Meaning only specific capsules and ores will exist in specific parts of each galaxy. The current system we are designing will be moving to more points of interest and contention in the universe. Where resources are and how, you as the player, use them. This leads us to discuss and work on two specific things. The game’s present universe is very uniform and doesn’t lend itself to a more dynamic universe we would like to see. We are discussing and planning how the next version of resource distribution will work in the universe. Our current focus is on outlining the final gameplay elements of the game as a whole and making sure we cover the aspects of exploration, movement, building, fighting and developing your empire in an interesting and satisfying way for the player.įor this to work properly, we have to adapt our current universe layout. We’ve been working on a public version that we would like to release soon. Much of these discussions have revolved around our end goals document. The level of planning and discussions has probably increased tenfold since StarMade’s next steps will be quite large, so what we can reveal right now is in the next section. We are also working on other projects in the background, but we can’t reveal everything just yet. Fleet commands will be made consistent between server restarts, as well as improved local movement, and we will be looking to make fleet fight-or-flight behavior a lot better. One major addition will be a new request system, that will give better overall performance and superior logic for requesting chunks allowing for larger entities. This is all detailed in a forum post here: However, we decided, that with a new flexible release schedule it would be best to do weekly news posts when possible from here on out. ![]() It’s been a little while since the last news update.
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