I’m a bit late with this week’s devblog, but there’s lots of new stuff!
I finished off the temporary ability selection UI. The selection screen now shows you which abilities you already have bound to your action bar and it now shows which button each one is bound to. Nothing exciting, but it needed doing.
I spent a lot of time on the basic shooting and combat this week and giving the game some much needed “oomph”. Now that most of the non-gameplay stuff like inventory and ability systems are out of the way (for now), I really want to focus on making the gameplay fun and rewarding.
I don’t usually like to just list changes/additions in these dev blogs, but I think it’ll be better to just bullet point in this case:
This was a pretty massive change to the game, too. A couple of people here commented that the player ship movement didn’t look that great. I’d got so used to playing the game that I couldn’t see it any more and it looked fine to me – but if people who don’t play the game every day are saying something looks shit, it’s probably worth listening.
I’ve completely changed how the player’s ship moves – it now has a lot more inertia, acceleration and deceleration. It’s faster and you can now do space drifts/power slides!
I think it looks and feels loads better now, and just flying around is a lot more fun. There’s now a slight learning curve and room for a bit of skill when flying around at speed. I now find it painful to watch the videos from last week with the old movement, so it’s gotta be a step in the right direction. Like everything else though, it’s not 100% final yet.
A video of all the new stuff
I totally broke the old collision system in the process of reworking player movement, so I’ve started to rework that too. I want the player to bounce around off stuff in a super arcadey way, so that’s what I’m working on at the moment.