August 2022 Devlog
Author: Trainwiz,
published 2 years ago,
Welcome back Starchasers! Things are still hot and humid this summer, and they’ll be like that until suddenly they aren’t. So while you’re dealing with the hell-weather, why not retreat from all that by checking out the latest progress we’ve made on our game about hell-weather in space.
I can’t remember if I’ve said this before, but we don’t have a current time frame on the next demo release. Since the demo is largely content complete now, our goal is working on getting out the updated drafts of station and cockpit interiors before we do a new release.
As always though, you can check out [url=https://pastaspace.itch.io/underspace]our current demo release[/url], and [url=https://discord.gg/34NbWxKkKh ]join the Discord[/url] for more moment-to-moment updates! You can also read the [url=https://www.kickstarter.com/projects/pastaspace/underspace/posts/3577467]full article here.[/url]
[h1]Sidequests and Related Work[/h1]
The biggest news this month, and the biggest portion of progress, is the first draft of every sidequest has been finished and implemented. That means over 55 quests are playable to completion! And as usual, they’re full of twists, turns, and lots of craziness.
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A few bits of questwork also required some new script commands and tech: Docking and undocking at different locations for a single station, forward cannons on battleships. You get the idea.
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Now all of this only covers sidequests. Minigames like the racetrack and the arena, and of course the main campaign and main multiplayer campaign, are still to be done. For this month’s progress… Who knows? Maybe. Maybe…
[h1]Other Work[/h1]
Now quests take a LOT of time to make and stuff, but because I don’t sleep and my mental health is constantly on the precipice of total breakdown, I always have time to do a few extra things.
For starters: Mods! Users can finally FINALLY truly create mods that can override and recombine game and item data, then package them and send them to other users. This means you can now do stuff to create things like, most commonly, mods that change the highengine setting to be SUPER fast. The next demo version will have full support for these kinds of mods.
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NPCs on stations now have icons above them showing the services they offer, or if they’ve got a quest available. This makes navigation when docked a lot easier.
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[h1]Assetwork[/h1]
Finally, while this isn’t quite assetwork, we’ve taken the old snake movement and reanimated it, alongside reworking how trains move and adding some new space snakes as well. To put it simply: they don’t suck anymore.
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And the Us, those lovable mushroom zombie scamps, have their own icons and hooked-up models now.
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And that’s all for this month’s devlog. It’s fairly short, so check in next month for hopefully even more as we edge closer to release!