Hey everyone, it’s time for that weekly update! Once again this week’s engineering effort has been primarily focused on missiles. The locking system is nearly complete, though it will need a lot of balancing later, and the HUD integration is being wrapped up. Missiles have proximity detonation if they’re within a close enough radius of their target but their velocity prevents a direct impact. They can also be shot down by bullets or any other projectile, including missile on missile collisions, if you somehow manage to shoot one. Finally, we had an internal playtest to try out the new weapon code. Obviously, as an initial implementation, it’s still quite rough but getting all of the major weapon types mocked up in the game is a major milestone.

A screenshot of our missile logic simulator

On the art side we’ve got many different things in motion. Kristian is working on the final geometry pass for the cruiser which is beginning to come together nicely. Jan has been tinkering with weapon and shield effects. These are primarily placeholders but they give a good idea of the general direction we’re thinking of moving in and should be integrated in our next patch. Dan has been working on some stuff for our website, which we need to update soon, as well as the final geometry pass for the space whale bobblehead.

WIP final cruiser geometry

That’s pretty much it for this week. We can see the light at the end of the tunnel for our next patch and once it becomes available there will be a lot more to talk about.