Hey guys, this is just a quick, end-of-the-weekend update.
Programming work chugs along with the typical sorts of tasks. This weekend, I fixed a handful of minor bugs I've found in isometric rendering, I've been working on new, Z-level shift animations to try to help new players understand 3-space even more, and I've been incorporating all the new sprites that the art team has been producing.
Much of the focus recently has been solidifying the isometric, animation framework, and the artists are getting as comfortable as possible with animating sprites at the Outer Colony pixel resolutions. A lot of the start of this process has been with machinery animations, and I'll just share a few gifs of machines that've been produced so far.
You can see a video of a bunch of wind power generators on a slope in some badlands here:
Wind Generators in Action!Once the remaining machinery sprites are finished, we'll be moving on to procedurally generated human sprites and finishing the procedurally generated item sprites. Some pretty cool demos should follow in the not-too-distant future.
As progress has continued with machinery sprites, new building material sprites have also made their way into the game. Here's an outpost made out of stone, specifically granite:
And here are some fiberglass / tech-material structures, near some coastline in frigid wastes:
The outpost in this picture is dug into a slope, which makes it the subject of my next video:
The camera is fixed, or can be rotated ?
If fixed, how will you deal with stuff behind other stuff ?
If rotations, ther are free or 90/45/others ?
Great question, Tchey, and Torvus is right. The camera angle can be rotated, at 90 degree increments. Here's a quick video that demonstrates this, showing all 4 angles of the outpost from the screenshot above:
Camera Rotation DemoI also noticed that the UI is still what it was, Are there any plans for the UI to be modified, @VoyagerGames?
Another good question, BloodLibrarian. The game's UI is the subject of constant improvement, the goal being to iterate from where we are now to a more smooth and functional experience. What we have now is a baseline - everything
works. But there's a lot of room for improvement. We need to finish the isometric overhaul and re-release the beta with the new system in place. Then we can get the play-testing and real user feedback we need to make the necessary improvements.
Right now, I could guess at what would work well for users, but I don't think it'll be as effective a use of my time as implementing feedback from real play testing. So there's a lot of work to be done on this front, but it's on hold until we get real players hammering away at the game again.
I dont believe so, but they will noticeably turn off at night or when the sky is sufficiently overcast
This is correct. Solar panels don't visually track the sun, because of the how our sprites exist in the rendering engine. They're isometric pixel art, rather than 3D models, so there's no way to "rotate" them the way you might expect of a 3D game. There are things we could do with static animations in the future, but right now, the animations satisfy their purpose of showing the functionality of the device. They show when they're working (in sufficiently bright sunlight) and show when they're not working (when it's nighttime, too overcast, in a sandstorm, etc).
Thanks for the kind worlds, EuchreJack and Ollobrains, and as always, I appreciate everyone's continued patience. I hope to get you guys something playable again in the coming months!