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Steam News3 February 201412y ago

Happenings

During Kickstarter days I did a pod cast with Space Game Junkie - a website devoted to space games.

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Full Void Destroyer update

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What changed

0 fixes0 additions1 change0 removals
  • UI and audio
changedCurrent happenings:I just (tonight) did some work on the research system, to allow for new ships/stations to be researched in the new story content, and added support for bases that aren't carved into asteroids (yesterday), and added (few days ago) mining ships (versus the rock retrieval drones already in the game) to the game and a mechanism of how they deliver the ore chunks back to your base (via those relatively unused transfer platforms). Before that I updated turrets that are "physical objects" in game - before turrets were basically just a visual - you could fly right through them - in the case of small ship turrets this wasn't an issue, but there are now offensive and defensive turret platforms that are downright mega. Marine ships got a bit of an intelligence boost - they will line up to invade bases versus their previous - me first approach. Also in some other news I (believe) that I improved flight mechanics - ships should "slow turning" in a more improved way, yet still obey their "physical" capabilities and limitations. Basically dog fighting in fighters should feel more responsive. I write "believe" because when play testing I can't quite nail down the change - but the code is improved and it "feels" better. Looking for feedback on this, so if you have some thoughts let they be heard. Will continue working on polish, bug fixes and additional story content. Also now that the Steam Early Access spike has turned into a valley I'm re-focusing on art polish and assets - WIP story character portraits have been added with final assets coming in soon. thanks for supporting the project! Paul

Void Destroyer changes

changedI just (tonight) did some work on the research system, to allow for new ships/stations to be researched in the new story content, and added support for bases that aren't carved into asteroids (yesterday), and added (few days ago) mining ships (versus the rock retrieval drones already in the game) to the game and a mechanism of how they deliver the ore chunks back to your base (via those relatively unused transfer platforms). Before that I updated turrets that are "physical objects" in game - before turrets were basically just a visual - you could fly right through them - in the case of small ship turrets this wasn't an issue, but there are now offensive and defensive turret platforms that are downright mega. Marine ships got a bit of an intelligence boost - they will line up to invade bases versus their previous - me first approach. Also in some other news I (believe) that I improved flight mechanics - ships should "slow turning" in a more improved way, yet still obey their "physical" capabilities and limitations. Basically dog fighting in fighters should feel more responsive. I write "believe" because when play testing I can't quite nail down the change - but the code is improved and it "feels" better. Looking for feedback on this, so if you have some thoughts let they be heard. Will continue working on polish, bug fixes and additional story content. Also now that the Steam Early Access spike has turned into a valley I'm re-focusing on art polish and assets - WIP story character portraits have been added with final assets coming in soon. thanks for supporting the project! Paul

During Kickstarter days I did a pod cast with Space Game Junkie - a website devoted to space games. Last Tuesday I did another pod cast, check it out if you are interested - here it is - if you think I ramble in typed format... well I guess that should prepare you for my spoken ramblings as well.

Current happenings:

I just (tonight) did some work on the research system, to allow for new ships/stations to be researched in the new story content, and added support for bases that aren't carved into asteroids (yesterday), and added (few days ago) mining ships (versus the rock retrieval drones already in the game) to the game and a mechanism of how they deliver the ore chunks back to your base (via those relatively unused transfer platforms). Before that I updated turrets that are "physical objects" in game - before turrets were basically just a visual - you could fly right through them - in the case of small ship turrets this wasn't an issue, but there are now offensive and defensive turret platforms that are downright mega. Marine ships got a bit of an intelligence boost - they will line up to invade bases versus their previous - me first approach. Also in some other news I (believe) that I improved flight mechanics - ships should "slow turning" in a more improved way, yet still obey their "physical" capabilities and limitations. Basically dog fighting in fighters should feel more responsive. I write "believe" because when play testing I can't quite nail down the change - but the code is improved and it "feels" better. Looking for feedback on this, so if you have some thoughts let they be heard. Will continue working on polish, bug fixes and additional story content. Also now that the Steam Early Access spike has turned into a valley I'm re-focusing on art polish and assets - WIP story character portraits have been added with final assets coming in soon. thanks for supporting the project! Paul

Source

Steam News / 3 February 2014

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