Dev Log 9/26 2020

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Space combat and AI development has gotten to a ‘comfortable place’ more or less, pending player testing of course. Creating content for the new chapters has been the primary focus lately, as the wearing of hats goes in rotation:

write/sketch/plan -> create 2D/3D assets -> build scene/level -> write code -> test -> music/sounds/FX

Its literally these 6 hats, though there is a lot more under the lid of each one than the title suggests. At any rate, we’re back to creating 2D/3D assets, building out areas, and working on new ships.

Presently, there will be 3 ships a player can acquire, each one having very different form and functional strengths. Ship building is a pretty intensive process, as this type of game asset is the equivalent of a major character. Once the main story-line and all areas are complete, there may be more resources put into this part of the game. Exalted Seracthon won’t be going down the path of Star Citizen in terms of becoming a virtual car dealership, but I suspect that there will be considerable interest in the non-story mechanics of this game, and some of its extended-play value will be provided by these space faring features.

I don’t have much else to report, though I have uploaded a video to the Odysee channel to showcase some of the recent progress with space combat/AI:

https://odysee.com/@ravenheim_studio:0/Ship-combat_AI-stress-test:d

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