In this update3
Full notes
Full ShipShaper update
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What changed
- Gameplay
- UI and audio
- Performance
- Fixes
ShipShaper changes
A new update is live.
this update bring a bunch of new features, some new content and bugfixes.
Major changes
Added Charles Martel Fighting top and Mayflower style hull theme items and grating
Added undo/redo (top left UI , 6 levels deep, keybinds Ctrl Z and Ctrl Y
Added the first iteration for item cloning, when you are creating items , a new clone button appears on existing items that will duplicate them. This is a new feature and will be iterated
Color wheel re-design and rework. This now works more accurately and in realtime. and all the colors of the themes are shown in sections. the bottom the hull , then decking, then superstructure , then sails and finaly lights. You can use rmb to pick from the theme segments as well.
There were also a ton of bugs around color picking which took a long time to fix: See the result here:
Someone mentioned the lack of labels on buttons, at the moment I don't have the funds and also time to add localisation. Also because the demo is evolving this would require updating weekly. So while I expand the experience and add new features I am trying to keep it low on text. This also helps me identify things which aren't intuitive. examples:
The clear function had minus icon, this was very unclear, this is now the bulldozer, in line with other games
the reset function had a bulldozer icon and could be accidentally clicked, this now has a trashcan AND you need to confirm it by clicking it when its red and blinking. no more accidental wipes.
moving supers requires a click before you can drag to prevent accidental moves
Little things like this are being done right now, and once they are finished I will spend time adding labels and such, and then get it localised in one go. Sorry for this, but this is a disadvantage to the evolving demo process.
Alright total changelist:
made the bow and stern displacement more relative to the height at the appropriate locations
made dragging out the hull have hopefully a more predictable result on windows and props. Cannot ever be perfect cuz you can wildly deform, just better and less janky
Added a Mayflower, Bow, Stern, Midsection and prow
Added entry port
Added Stairs
added Charles Martel Fighting Top
increased overall performance
increase performance when dragging masts
added a cloning option when in + creation mode left clicking on the clone icons that pop up on props will spawn a copy
made dragging props to the fronts and rear facing surfaces much more solid and less janky.
removed pops and random movements when deleting some items , causing other items to shift
made the delete button a bulldozer and the wipe button a trashcan
the big gun turrets were floating, fixed that for 3dprinting
ropes and ladders now have volume (for 3d printing)
fixed an issue with not being able to drag emplacements onto a rigger
color wheel fully reworked
added undo/redo
changed UX icons
added confirmation/arming to reset button
ladders attach lower on the hull,more historically accurate
Roadmap
So this one is tricky as I develop responsively based on community feedback and I also need to prepare a bulwark update and the entire integration, which likely won't be part of the demo but the full product. But things you can expect from the demo the coming weeks
Decking and Rivets/strut settings , being able to decide if you want a wooden or metal boats with rivets and how many , or perhaps mixed?
Update to the item picker/filters/menu .. this needs work and is a major redesign I'd love to test with players
perhaps a set of catagory filters
perhaps a way to change the item type via buttons after you placed it
perhaps a way to lock an item selection or select a specific item
Wind Compass. In the editor being able to control the wind direction and strenght, see hte sails change. Make the in world preview have the ship respond the to the actual wind in world,
Functional Integration, make the guns/turrets work, make the sails work (already needed for the wind compass), The falconeer/Bulwark techbase already contains both these things including functioning enemies (mostly airborne), so guns should be able to fire for the export and perhaps in some way in shipshaper too.
Export to Bulwark.. (a biggie as this includes major changes to that game)
TestDrive.. I am undecided as shipshaper is intended to be the "design app" companion to bigger games that allow sailing and fighting (Bulwark and the future big sailing title).. but the idea isn't off the table.. So digesting, first do the other stuf.
Anyway, lots of improvements, let me know if bugs pop up Also nextfest tally.. 17000! wishlists now.. amazing thank you so much.. Gives me confidence to keep working on ShipShaper Cheers, Tomas
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