We worked on item decay a little while ago now, but there are quite a few things I think you all will find very interesting about our approach to items…
We’ve created an entirely new engine for Starmancer. It’s more flexible, moddable, and sustainable.
This post is a bit lengthy and technical, but click it anyway.
Hello everyone, Evan here for the first time in a devblog. While Tyler and Victor have been working to get the new user interface implemented and looking fantastic I have been tying up a few loose ends. We thought it was really important that all the planets, stations, and asteroids
In this blog post, Tyler talks for a really long time about lighting.
I also show a mockup of the new build menu.
And I mention why we’ve been quiet for so long.
While working on saving, we had to figure out how we would save and load colonist AI states. A big issue was from our reliance on nested coroutines with all sorts of local variables.
(There are no pretty images here)