Greetings Spacers!
I'm running a little later than planned with the October Dev Log, but the good news is that it was because we were hard at work on Orion's End that I'm behind. And that means we have seen quite a bit of progress.
Last Month's Promise
Last month I said we'll be working on more ship and blaster upgrades. As planned, there is now a specialist NPC you visit who can upgrade the individual aspects of the hand blaster and ships weapon, shield and systems - strength, fire rate, recharge etc. The player decides what aspects of the equipment is most urgent. A slow firing but powerful weapon if you are a confident aim, or a low strength rapid fire weapon. Eventually, you could have a rapid-fire, high-power weapon, but we need to look at balancing the gameplay around that somehow.
True Colours
Due to an oversight on my part, the previous colour palette for Orion's End did not capture the feel that I intended. The colours were artificially enhanced by the colour profile on my main computer, making me believe the colours were more vibrant than a lot of people were seeing them. So, to correct the problem, a fair amount of time was spent finding the correct colours and then recolouring all of the existing graphics for the game. But from now on all future graphics has a colour palette that is a balance between the different colour profiles presentation, and I won't make THAT mistake again. (As a side note: The new trailer shows slightly different colours to the new ones - the trailer may appear more saturated than what we will be working with from here on)
Palette Comparison
Hitting Things with Other Things
We now have a melee combat system in the game. No longer are we limited to blasters for vaporising aliens. The weapon currently is a power sword, because power swords are cool. Both sword and blaster are equipped simultaneously, and it is easy to jump back and forwards between them during combat.
Damn the Torpedoes!
I am periodically adding more features to spacelane travel, especially the combat. The combat had become more dynamic and fun with the addition of torpedoes from pirate vessels. This paves the way for other enemy weapons like defence drones and mines.
Dungeons Keeping
The map generation for the Space Hulk dungeon has been modified to create more interesting and a little-less-cramped areas. This should make combat more fun especially now that melee is implemented, while still retaining a claustrophobic feeling at times. Also, steps are underway to make the space hulk levels a little more varied and interesting.
Picture Perfect
New NPC portrait sizes are being implemented to show off more of the characters appearance and personality. This goes hand in hand with the different layout for the NPC dialogue boxes. This also led us to start work on the feature I've been putting off for a while, and that is the player character customisation. Stay tuned for more on that next month.
Fill My Trailer with Pixels!
We now have a new trailer, which shows off the increased resolution, some of the graphical changes and a colour palette closer to my original vision - but as I said a little more vibrant than we are currently working on - but we didn't want to delay releasing the new trailer any longer. I have been trying to release new trailers periodically, to reflect the current state of the game, and the next trailer will be showing off a greater variety of gameplay experience, so I look forward to being able to do that.
Now the Bad News
I have had to change the estimated release date on the Steam page to reflect when I realistically believe the game will be ready to play. And that date, unfortunately is ... "I don't know". I have a development schedule on a whiteboard in my workspace, and I've watched as we have slipped further and further out of sync with my schedule. As I want the game to be the best it can be, and as this is my first commercial game, and my first game of anywhere near this scale, I need to be careful with what I promise. Also, Steam is now changing their policy about how a release date is shown when you don't have a solid release date, and the most accurate option is "To Be Announced". I will provide in these Dev Logs any news when I have it. My deepest apologies, and I hope you will remain a fellow passenger on this journey into the far reaches.
In the coming month we'll be working on player character customisation, the living quarters deck on the ship and more.
Safe travels in the spacelanes, friends, and we'll be sharing more soon.
The Orion's End Crew
Orion's End
Southfog Games
Southfog Games
Coming soon
Casual RPG Simulation Singleplayer
Game News Posts 7
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
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http://www.orionsend.com
https://store.steampowered.com/app/2081810 
However, you won’t want to spend your whole time in space. There are planets to explore, each with their own residents who you can do jobs for or even befriend. Some of these people might even have the right skills to help you crew your ship and complement your own skills.
How you choose to live your life is up to you. Be a hero, a rogue or a reputable businessperson. Whatever your choice, the stars will hold adventures aplenty.
SPACEWARD HO
There are twenty systems to travel to. Each one with its own economy and risk level. Warp between systems and traverse the sometimes dangerous path to the systems space port - which can be either planetside or on a space station orbiting a less hospitable planet. Prepare to defend yourself against pirates, especially in the riskier but more lucrative systems. On the other hand, if you engage in piracy yourself, prepare to have the added challenge of the local police ships who will happily put an end to your illegal activities. Additionally, most systems also have an asteroid belt that needs to be successfully navigated through (never tell me the odds).
PLANETSIDE
While on the planets or on board the space stations, you can buy and sell commodities, refuel, or repair and upgrade your ship. But there's more to do than that. There are many residents who have their own stories to be explored. You can talk to them, do quests for them, or give them gifts - all of which will progress (or perhaps regress) your relationships with the characters. You might even make a special friend - or maybe even one in every port. It's up to you.
Each settlement has unique activities to undertake. You might be able to buy rare goods, or engage in gambling, or did someone say "cat racing"?
There are also some additional locations on some planets, giving you an opportunity to have further adventures: old ruins, bandit camps, etc. You need to learn about these locations through talking to residents, doing quests or exploring the space ports.
HOME IS WHERE YOUR SHIP IS
Your ship is your home. You can upgrade some of the systems to get better combat performance, or speed, but it is your only ship. You wouldn't trade it for all the coffee on Ryser. However, you have your living quarters on board, which you can customise to suit your style. Collect various decorations and artefacts, or a new bed. Make your home the comfiest place for you.
ECONOMY
The economy within the system is simple but dynamic. Events beyond your control can have a temporary impact on the prices in a system. A pandemic on one planet may cause a increased demand for medical supplies, while a recession on a high tech planet could cause cheap prices for their manufactured medical supplies. You can take advantage of the situation and ferry supplies between these two planets. But these conditions are only temporary so you need to act fast.
THE OUTER REGIONS
The outer regions of each system are worth exploring too, but it is a gamble. You might find valuable resources to mine, or an old wreckage of a cruiser to explore, but be casreful, because you could just easily find yourself in an ambush by pirates.
CHARACTER CUSTOMISATION
The player character is completely customisable, with their custom portrait appearing during dialogue sequences in the game. You can customise their face, skin, hair, nose, mouth, eyes and other features.
GAMEPLAY
The gameplay in Orion's End is designed to be very diverse but uncomplicated, incorporating gameplay from retro games but with with more modern influences. Shoot 'em up gameplay in space, and shoot outs on planets. Minigames at settlements, and life sim social encounters with the local residents. All of the mechanics are designed to be simple enough to just pick up and play. There's no steep learning curves or complicated systems. There are lots of things to do, but not all of them are necessary to enjoy the game. Do what you enjoy doing most.
- OS: Linux Mint 20.3
- Processor: Intel Pentium Dual T3200Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel Mobile GM965/GL960 Integrated Graphics
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