Friday 23 January 2015

Ship Editor v2.0

A lot of things needed fixing and a lot of things were fixed.


  • Rewrote the code and UI that handles turret groups ingame. Right-clicking them now toggles autofire.
  • Added Move/Rotate/Scale gizmo. Not quite perfect just yet but already better than the standard buttons.
  • Fixed test ships not exploding in the ship editor test mode. They died but important particle effects were missing and the ship could not play its death animation.
  • Fixed naming issues - mainly the ship editor wouldn't rename the ship on load and this caused save issues
  • Fixed saving the ship if there are no engines, it's not entirely possible, just don't expect your ship to show up as anything but a station ingame.
  • The Ship Editor is now a single portable prefab with one large animator. This simplifies the work of porting it over to different levels and should make it a much better experience to use.
  • Added help boxes (that you can hide at any time).
  • Fixed Options in the main menu not being useable and also fixed them not actually changing options. Currently I do not have access to post-FX due to Unity Pro, so some options will be missing.
  • Modified the engines' look, they should look a bit more "lit-up" now.
  • Messed with turret/projectile damage, force, expertise and cost values. Dual Cannons should no longer send your frigate spinning and throwing off the second shot.
  • Added sound to most UI buttons.


I'm not quite ready to say I'm done with the editor, it needs a lot more field testing. That said, I should be able to start working on world generation/factions next week.

Download here. If you want your ship included in the final game as a default ship, feel free to send the .ship file by mail (saved ships are stored in Data/Ships/User) for now. Maybe someday there'll be Steam workshop integration, you never know.


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