Welcome to November starchasers! Feel that warm winter air and hot, blazing winter sun. Ain’t it grand? [img]https://clan.cloudflare.steamstatic.com/images//35321791/839ce46b3d49da99568ed24be2547e60dece2f23.png[/img] A bit of a preemptive apology, I was ill and bedridden for much of the month so a lot of progress that should have been made didn’t get made. Nevertheless, I powered through the first fever I’ve had in some twenty or so years to release [url=https://pastaspace.itch.io/underspace/devlog/447881/underspace-demo-205-changelog]our next demo: Alpha 2.05![/url] [img]https://clan.cloudflare.steamstatic.com/images//35321791/fb899a6671a97c4810860af42ae1a91d91427947.png[/img] This will be the last demo release of the year, and mostly focuses on quality of life features and bugfixes. But man, there sure are a lot of those suckers. You can check out the [url=https://pastaspace.itch.io/underspace/devlog/447881/underspace-demo-205-changelog]full changelog and demo download here.[/url] In the meantime, read on below to see some of the work done this month. And as always, feel free to [url=https://discord.gg/34NbWxKkKh]join our Discord [/url]and [url=https://www.kickstarter.com/projects/pastaspace/underspace/posts/3658839]check out the full article here![/url] [h1]Main Campaign Work[/h1] The biggest thing this month was the main campaign. Illness kind of hampered a bit of my ability but we’re sitting at 15/16 missions playable to completion, and the entirety of all dialogue having been added and scripted in. [previewyoutube=fA3VAeGRpUs;full][/previewyoutube] [previewyoutube=_zs0SfRvTZM;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/6b183772fa80cfa5baf0aaf9ce859f538c1c9c13.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//35321791/eb0a3e8b4bd44e5e2583ff74b6c12217e00cc279.jpg[/img] There’s also been new tech added for things like followers that follow the player at their pace, coloring overrides in nebula zones, and much more. [previewyoutube=qa745rEFFkU;full][/previewyoutube] [previewyoutube=uUStxupu0sY;full][/previewyoutube] We’re hoping to finish up the first draft of the singleplayer campaign in the following weeks, and then going for a deep dive on the multiplayer campaign. [h1]Combat and Minibosses[/h1] Lots of combat bits too! I’ve been getting into lots of fights and making sure the areas for those flow correctly and can be just fine. [previewyoutube=dDeWgIzLRiI;full][/previewyoutube] [previewyoutube=2uP7yXDjyOU;full][/previewyoutube] Missiles, mines, and all those things that go “kaboom” have had a total overhaul (as not many people used most of them). Missiles track better, can bypass shields, disrupt highengines, and more. Mines can leave behind damaging fields after a wide area, and both of them can have variable ammunition counts. [previewyoutube=IcuvhM59YJI;full][/previewyoutube] [previewyoutube=AbqAuTNfgyA;full][/previewyoutube] [previewyoutube=6X3xVpIa9_4;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/0d7bbc62cad236e098f1d2f857e24f1ee8bff1f6.png[/img] Missions can now have much more advanced overrides, and are able to parse text tags for much more in-depth descriptions. [previewyoutube=zic8kV5gGHk;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/8aa68d35f8913e31a9bf97b98313ab7d9beac131.png[/img] Finally, we’re working hard on getting the last few minibosses added to the list of monsters and worse that can appear in storms. [previewyoutube=98LDWVL51FI;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/97a4d60354db07e234b7f4be414a3ff9ee994854.png[/img] [h1]UI Improvements[/h1] You do strange things when you’re working off a fever. There’s been all kinds of new UI stuff. The tutorial UI now has subcategories and is video based, while there’s some subtle new UI elements, such as a charging animation for highengines and a notification for gaining or losing money. [previewyoutube=XZT8Ai_z6hU;full][/previewyoutube] [previewyoutube=a1FcI3VQWxw;full][/previewyoutube] Finally you can now skip the opening cutscene from the menu, and objectives in quests and campaign missions can offer hints. [previewyoutube=UCcNWYkZGJQ;full][/previewyoutube] [previewyoutube=MNiMiH7ld7A;full][/previewyoutube] [h1]Assetwork[/h1] And lots of lots of assetwork this month! We finally implemented things like space farms and sleeper ships around the galaxy, explaining lore questions like “What do these people living on these entire fertile planets even EAT man???”. [previewyoutube=Hx3ZCwJW2Ck;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/1c7243207e6aaa3b471fe51fb8e38274e0e7ec19.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//35321791/4b5286be8838524efb6559e8f622545b087b087a.png[/img] More cockpits were also modeled out and many of the demo ones were implemented into the game properly. [previewyoutube=_WPHAsPEveA;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//35321791/87d16919994a3453b1c3fd3f61b0c4d1f92e4a9f.png[/img] And finally there’s more non-mechanical assets being worked on. Bosses and characters and the like. [img]https://clan.cloudflare.steamstatic.com/images//35321791/1df267f293885236cf363478e78879db6561c86c.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//35321791/89eda5da80560972cefce24a75ef8d9cbf1dca68.jpg[/img] And that’s all for this month. Check in next month for a very important end-of-the-year update!