Greetings. As some of our blog readers may know, the countries we live in are currently at war, which imposes certain difficulties on development. Unfortunately, the situation is not improving, which hinders us from fully dedicating our attention to the development of this game. At the moment, we have to take care of some other matters to ensure the safety of ourselves and our families. As a result, we are unable to devote the necessary attention to the development of Celestial Command, which has significantly slowed down and is almost on hold. We don't like this either, but external circumstances force us to adjust our plans. However, we can promise that the development of this game will not be completely abandoned under any circumstances, as it is our first and long-standing project that holds great significance for us. Therefore, development will resume as soon as possible. According to our estimates, within 6-12 months, we will be able to implement our plans to stabilize the situation for us, and then we will return to active development and release updates to bring the game to full release. We hope for your understanding and thank you for your support.
[ 2024-07-29 12:42:11 CET ] [ Original post ]
Change log
Improvements
- Added new deployable turret platforms
- Added a popup indicator when you receive a new item in your inventory
- World settings window now works for survival mode, and various issues in its settings have been fixed
- If you press buttons in the sandbox menu that add resources or teleport the ship when no ship is selected, they will now work for your current ship
- Added a warning if you try to remove the command module
- Step height change on R F buttons is now independent of module size (making it more convenient), and a tool-tip has been added that you can hold Shift to change the step
- If you try to build a ship in the editor without a command module, with multiple command modules, or if they are of incompatible types, the game will display a warning message.
- Some missing elements added to the localization table
- Radial grid in orbital mode has been fixed and slightly improved
- Quests now save and load correctly
- Fuel level in the energy generator now saves correctly
- Background asteroids are now generated slightly lower and should not interfere on the zero plane
- Drones can no longer be deleted
- Flickering of the background star when the ship is destroyed has been fixed
- In orbital mode, default planet size has been reduced, but it can be increased back in world settings.
- In orbital mode, asteroid orbit is higher to reduce tidal forces, and the starting position of the ship is also within this belt.
[ 2024-01-10 23:09:57 CET ] [ Original post ]
Greetings!
We have implemented a new tool, which allows to infuse a festive atmosphere into your ships. With this tool, you can easily adorn your ships with holiday lights. These lights can be positioned between any two points on the ship's surface, and you have the flexibility to customize their colors to suit your preferences.
Placing multiple controllers allows you to independently assign colors to different groups of lights.
Feel free to share on Steam or Discord how you decorated your ships.
Happy Holidays!
Change log
Improvements
- Added a module that allows you to place holiday lights on the surface of the ship
- Fixed the impossibility to load a game in which a fairly large 3D ship was built in isolated constructor mode
- Fixed a bug where sometimes when turning the isolated constructor on or off, the screen could remain partially or completely darkened
[ 2023-12-24 23:03:28 CET ] [ Original post ]
Change log
Fixes
- Fixed an error causing ships to deviate from the zero plane
- Resolved an error preventing the loading of saves where all stations in the system had already been captured or the navigation data limit had been reached
- Added the missing icon for the side torpedo launcher
[ 2023-12-03 13:39:49 CET ] [ Original post ]
Change log
Improvements
- New module: Side torpedo launcher
- Fixed an issue with infinite warp flight that occurred after loading the game in orbital mode
- New systems on the map will now be unlocked upon capturing all stations in the system, even if navigational data is not yet sufficient (this resolves some errors related to save loading)
- Fixed an issue where a base ship could fly above or below the zero plane while another ship was docked to it
- The "Refresh" button in the saved ships list now works correctly
- Newly saved ships can now be properly deleted
- Weapons on turret platforms no longer consume twice as many system points as they should
- The S2 torpedo launcher now launches a torpedo of the correct size
- Reduced the amount of navigational data required to unlock the next systems from 30 to 20
[ 2023-11-27 17:40:52 CET ] [ Original post ]
Change log
Improvements
- Added Steam Cloud
- In the graphics settings, you can now choose the shadows quality (this addresses the issue of disappearing shadows)
- Added a description when hovering cursor over the navigation data counter
- Now new systems on the map are correctly unlocked when collecting enough navigational data.
- The amount of navigational data required to unlock new systems on the map is now saved and loaded
- Scientific data collected from wreckage of enemy ships is now correctly counted in the navigational data counter
- The global map looks like a galaxy again
- On the map, the "back" button no longer disappears
- The energy generator no longer functions without fuel
- The ship marker from the editor is no longer displayed in the regular world
- The sound volume is no longer set to 10% when default settings are applied
- The outdated F1 window has been removed
- Obsolete keys have been removed from the control settings
- Obsolete buttons have been removed from the sandbox menu
[ 2023-11-17 14:40:09 CET ] [ Original post ]
Change log
Improvements
- The thresholds for the docking port have been doubled, so docking should be a little easier
- The design of the window "All ships are lost" has been slightly improved
- Warp drive works in orbital mode
- Drones work after a warp jump
- Docking now works in orbital mode
- Destroying the starting ship no longer causes a window stating that all ships are lost, even if there are still other ships
- The "Load last save" button now works correctly
- Removed the useless respawn button from the in-game menu
- The "Engine 5 Side" module now has the correct rotation when placed with a mirror tool
[ 2023-11-05 19:28:49 CET ] [ Original post ]
Change log
Improvements
- The warp drive now transfers with it all docked ships, not just all ships within its radius, as it was before
- The warp drive will now show a warning and will not activate if all small ships are not docked to the main ship
- Drones can again build modules that are above or below zero level
- The small ship is no longer destroyed during the activation of the warp engine
[ 2023-11-03 10:04:10 CET ] [ Original post ]
It was discovered that there was a critical bug in update 0.9.0.1, which was causing saving and loading to not work. As a result, we rolled the game back to version 0.9. However, it has now been fixed, and everything should work properly.
[ 2023-11-02 09:34:37 CET ] [ Original post ]
UPD: It appears there are critical issues with the save/load functionality in version 0.9.0.1. As a result, we have reverted back to version 0.9.
The first update with fixes in a very long time, hooray!
It was very challenging to develop when the project was in a semi-dismantled state, and actual update was very far away in the future. Now, with the possibility to release any improvements soon after implementation, everything is going much better.
We have also decided to introduce a new version numbering system to better reflect the content. Previously, the system was in the form of a range from 0 to 1, but now it consists of three numbers to represent major, medium, and minor updates, with an initial digit of 0 that will change to 1 upon full release from early access.
CHANGE LOG
Improvements
- Added a tooltip when hovering cursor over a planetary system to indicate its level of danger, so that the number under the name is understood.
- Added a tooltip for deconstructing a module on X key.
- Improved text at various stages of tutorial, now explaining about module rotation, module deconstruction on X key, and blueprint removal.
- Added a description that the radar is a decorative module.
- Added a confirmation window when closing the tutorial.
- In orbital mode, asteroids are now only present in the main asteroid belt and those that randomly flew throughout the location have been removed, as they interfered too much with flying.
- Starting debris now spawns in orbital mode.
- The tutorial no longer activates in orbital mode (because it is designed for an aero mode, which is easier for new players to understand).
- Drones now work properly in orbital mode (and as a bonus, when hovering the cursor over them, their selection frame no longer flickers).
- The "Cargo Holder" module has been temporarily hidden from the build menu because it will be used for upcoming cargo missions and is currently useless.
[ 2023-11-01 09:08:28 CET ] [ Original post ]
We've just launched our most substantial update to date! After several years of development and delays, were thrilled to present the culmination of all these efforts. As we mentioned in a previous post, this update didn't turn out as polished as we had planned and contains numerous flaws. However, we're hopeful that you'll still find it enjoyable, and rest assured, we're committed to addressing and resolving all these issues promptly. This update introduces an array of significant changes and improvements, and it may feel like an entirely new game. Here's a glimpse of what's in store:
List of key features:
- Scalable large ship parts for building massive capital ships
- 3D ship construction
- Isolated editor screen for convenient ship design in survival mode
- Engineering drones
- New battle game mode for testing ships in epic fleet battles
- Expanded ship part selection
- Revamped armor system
- Enhanced visual effects
- New soundtrack from Necatuss
- Reimagined game world
- Redesigned tech tree
- Overhauled in-game tutorial
- Refined user interface
- Mobile base-centric gameplay
- New inventory system
[ 2023-10-29 18:15:24 CET ] [ Original post ]
Greetings! In this post we will talk again about upcoming changes and features.
User Interface
Earlier, we believed that the more UI elements on the screen, the cooler it would be. However, that's not the case. We conducted a thorough analysis of our previous UI and discovered that most of the elements are merely visual clutter and often unnecessary. A good interface should not be cluttered. On the contrary, it should be as simple as possible, displaying only the information you currently need. Therefore, we have completely redesigned the UI, making it much simpler than before. Previous
New
The difference is so significant that it may appear as if the game has become more casual. However, this is not the case. Information that is needed less frequently is now tucked away in various menus and windows, keeping the main screen uncluttered.
System points \ Armor layer \ Single inventory
These are some important changes and systems we've already discussed in one of our previous posts, so we'll just leave a link to it here. https://store.steampowered.com/news/app/330460/view/3108047857126282194
Battle mode
We've added a game mode where you can quickly and conveniently place the ships you've created and test them in epic fleet battles.
Tech tree
Tech tree was firstly introduced quite a time ago, but there was a mess. We redesigned everything and now it should be more interesting and enjoyable to research.
Tutorial
Celestial Command is a game of an unusual genre, so making a proper tutorial particularly important in this case. While we had a tutorial in place previously, it was structured as a series of separate missions. We have now completely redesigned it, integrating it directly into the main game. It greets the player right from the start and explains all the key aspects of the game within the standard gameplay. Afterward, you can seamlessly continue your game.
Music
Some of the music has been replaced with numerous new, distinctive compositions created by our generous new composer, who offered to compose music for the game, Necatuss.
New modules and weapons
We've added some new modules and there is some of them. Long range cruise missiles with top flight profile.
Rapid fire cannon for defense against missiles
Shield amplifiers which extends durability of energy shield
Nuclear rocket launchers
New engines and visual effects
Charge cannon
New door animation for solar panels
This was the final part of the post about the upcoming changes and we plan to release the update within the next few days.
[ 2023-10-28 08:12:28 CET ] [ Original post ]
Hello. The second part of this post about the upcoming update will be focused not on what will be introduced, but rather on what will be temporarily removed.
Why remove something in the first place? Celestial Command is our first project, and like many other inexperienced developers, we fell into a common trap known as 'feature creep' the desire to implement numerous cool features without proper consideration of whether they are truly necessary or feasible. This becomes even more problematic when previously added features are not properly completed yet.
As a result, over the years of development, the game has accumulated some mistakes, and in certain aspects, it appears as a collection of incomplete features, which could be frustrating.
To resolve this, we've decided to take a step back, carefully reevaluate every aspect of the game, and focus on its core elements that make it enjoyable.
Of course, no one likes when features are removed, but once the base game is stable and polished, we will gradually reintroduce features one by one, subjecting each to thorough testing to ensure that new features are both enjoyable and really enhance the gameplay experience.
So, what aspects are affected?
Multiplayer
Any game is better with co-op multiplayer, and we are determined to include this feature in our game. However, despite listing multiplayer functionality on the store page for an extended period, it has never functioned as intended. We were committed to fixing it and making it playable for this update, but due to time constraints, we decided to release the initial version without multiplayer to prevent further delays.
The multiplayer tag has been temporarily removed from the store page to prevent any potential confusion. However, once we are confident that the single-player game is stable and functioning correctly, we will make every effort to reintroduce multiplayer as swiftly as possible.
Crew
The crew system underwent significant changes. We made the decision to remove the regular crew and food as they didn't add much interest to the game and were, in fact, more of an annoyance. However, keeping the concept of a ship captain with unique skills that affect ship performance seems like an interesting idea. Nevertheless, although we've already started working on the skills system, we found that the current implementation lacked the depth and balance we desire. Therefore, the skill system has been temporarily removed and will be returned once the skills become more engaging and balanced. Also, the skill system will work even better in co-op multiplayer, allowing each player to level up skills for their preferred play-style.
A workshop with ships
With the addition of 3D construction, the Steam Workshop now makes even more sense than before, as ships can be more complex. However, we want to ensure that the new construction system is reliable and that your ship files will not break in the future. As a result, the workshop feature is temporarily removed and will be returned later when the game is properly tested.
Trading
This point will probably seem the most unpleasant to you, because unlike others, the trading system is removed not temporarily, but is completely replaced by another system of delivery tasks. This may not sound good, but we have an explanation for this decision. Of course, the idea that you can start with modest trade routes between stations, buy where it's cheap, sell where it's expensive, then buy more ships and send them out to trade, build your own trade stations and end up influence the living economy of an entire galaxy - all this certainly sounds very interesting. We used to think so too and wanted to implement it.
The problem is that all of this is essentially a completely different game of a completely different genre. It's a galaxy / empire builder built into the current ship construction game. Essentially two games in one. This is a very difficult task even for developers who make a game exclusively about that and focus as much as possible on the economic simulation of the entire galaxy, with strong optimization of ship systems, where ships are a single, non-modular object in order to achieve better performance of large fleets, and even such games have many problems from an economic simulation, AI, performance and many other things. For our game about ship construction, implementing such a system is a practically impossible task. Such a system will only burden the game and it will be impossible to bring it all into good condition. This is still a great idea, and we likely will try to implement it in another game in the future which will be built from the ground up specially for this purpose. But here in Celestial Command, it is not a good decision.
However! We still want to have freighters in the game because cargo spaceships are cool, so we have decided to implement a cargo mission system. That is, it will be something like a simulator of a space trucker and not a simulator of a galactic trading tycoon. And by the way, such a system may work even better than a theoretical economic simulator, because cargo routes can be chosen in a more interesting way, with more clear rewards and events along the way, instead of hauling ore many times between the same stations. This system is almost ready, however it is still raw and unbalanced, so we have decided to finish it first before releasing it in the game to be sure that it provides a great experience for our players.
Landing on planets
The same situation applies to planets. They look cool, but a full implementation into the gameplay loop would require too many changes in the game's core and balance, especially when considering that ships are still flying on a 2D plane. Therefore, we have decided to completely remove planet surface locations. Perhaps later, they may be reintroduced as a background for the combat mode, but we're not certain about that just yet. That's all for now. In the next post we will talk about some more features that will be introduced in the upcoming update.
[ 2023-10-27 09:20:15 CET ] [ Original post ]
Greetings!
After such a colossal delay in development, we are glad to announce that the upcoming update is nearing completion and is scheduled for release at the end of the month!
Our initial goal was to provide you with a perfectly polished version of the game, where everything would run smoothly. But unfortunately, at this moment, we haven't been able to achieve the desired level of quality, and there is still much work to be done.
However, the game is no longer in a semi-disassembled and broken state, and the core systems are functioning overall.
We've decided that further delays are unacceptable, so we want to release the update in its current state and enhance it through regular, often, and small updates, as we've done in the past before that three-year delay.
Furthermore, it's obvious that no update can fully justify such a long delay. Therefore, we've decided to release what we've managed to achieve and continue development with regular updates.
We still encounter some real-life difficulties related to situation in our countries, as mentioned in previous posts. But we more or less have managed to learn to work in such situation, that allowing us to continue with development.
So, what can you expect in the next update?
Basically, every aspect of the game has been impacted, and the change log is so extensive, filled with countless small details that it no longer makes much sense. So, we will focus on discussing the most significant aspects of the upcoming update. Many things have already been described in previous posts, but that was a long time ago, and some of them have changed, so we'll tell you about the most important features again.
3D construction and capital ships
These two are the most significant and noticeable features of the upcoming update. Now you will be able to construct ships in 3 dimensions, so the ships no longer will look like a flat pancake, while the control of ships remains in a 2D plane, keeping its nice simplicity of control.
Moreover, every module is available in 3 or 4 sizes, which allows you to build capital ships with enclosed hangars to keep smaller ships inside.
You can place any module on any side with any angle for decoration purpose. As a result, you now have completely new possibilities for creativity, allowing you to easily construct absolutely impressive and unique ships.
(ships above were designed by the community member GNUSMAS) We wanted to give you a lot of options for creative ship design, and we're glad to introduce these new features which seem to work well to make it possible.
Drones
The long-awaited engineering drones now act as the main tool for constructing ships and salvaging debris. They are much more comfortable to use than the previous short-range robotic arms, especially for construction of large ships. We talked about it earlier in this post, but here is some images again https://store.steampowered.com/news/app/330460/view/3609103752592777973
And also, later we plan to add combat drones too, so it will be possible to build carrier ship.
Editor mode
Since ship building can now be more complex, we've developed a special isolated editor mode where, even while in survival mode, you can instantly place modules, experimenting as if you were in sandbox mode, and then press a button to order the designed ship to be built on top of your standard ship.
Mobile base
Having a huge ship which will act as a mobile base - it's a cool concept and it was our idea from the start of the development of Celestial Command. Now it is finally implemented in the game.
Now you will need to build your own large ship which will not be armed at first, but will be a base for warehouses, production modules and the warp drive, while on a small ship you will complete missions, returning to the base from time to time to replenish supplies.
World
There were significant changes in the game world. We realized that having multiple ships in various systems simultaneously was impractical, and let's be honest, this system never functioned properly, it had numerous bugs, caused several restrictions, and a significant load on the PC.
After the complete system redesign, locations became larger, planets appeared larger and realistic. In orbital mode, orbital mechanics gained more significance, and in aero mode, we added a large asteroids field to the environment to reduce the emptiness of space and make navigation more interesting.
The global map was also extensively overhauled to improve its appearance and usability.
That's all for now. in the following posts we will tell you more about upcoming changes and other new features.
[ 2023-10-26 08:40:27 CET ] [ Original post ]
Hello! Yeah, you haven't heard from us for a long time and we are very ashamed of this. Basically, we found ourselves in a kind of moral trap. The update, or even a blog post was so inexcusable long time ago that it seemed that just posting a post would not be enough to justify the delay, and the longer there was no post, the more it seemed so. Because of that, our plan was to not post anything about this update, and just release a good and high-quality update before the New Year. Probably it was a mistake and we are going to solve it. But anyway, the problem is, that we cant manage to complete it before the New Year, and it will be delayed again. The reason for this is the war in Ukraine, namely, problems with the availability of electricity for Artaani who lives in Ukraine. Approximately half of the time electricity is not available in his house and since Artaani is responsible for many core systems of the game, availability of electricity in his house affects development speed directly. Not to mention how difficult it is to maintain normal morale in a country waging a defensive war. Romenics and Riya also has a lot of additional issues because they were forced to leave their home in Russia. But anyway, we are currently in relatively secure places and despite such extreme conditions we will try to continue the development. Currently, the main danger is mostly the threat of lack of money for basic needs. Therefore, we are glad that the game still has some sales, maybe small, but still, and we are very grateful to everyone who supports us on Patreon, despite the lack of updates and information from us. We decided that from now on, we will try to publish info about development much more often.
Drones, capital ships and beginning of the game
Initially when we started developing of capital ships, we planned to spawn some basic capital ship and small ship right at the beginning of the game, because turned out that construction of your base from scratch is too complex and confusing task. So, when you press Start button, you will see this
And this have a couple of problems: [olist]
Yeah, thats all. Storage, engines, and most importantly, engineering drones! Of course, engineering robotic arms looks cool and we probably will use it somehow in the mid game, but its low range makes any kind of construction is extremely uncomfortable and tedious. Drones, that is another matter, they can easily salvage debris from large radius around the ship and build anything in range, either own small ship or new capital ship.
Construction done, now back to salvaging
Landing pad
Yes, in earlier versions of the game, we already had similar drones, but now they are better than before. Earlier they were physically bound to the ship and was more like an animation effect, but now they acts like individual objects which may fly long away from its carrier ship, or could be destroyed, which is a good foundation for future combat drones. Also, considering new 3D construction features, you can do something like this
Overall, we are happy with combinations of these 3D feature and drones on small starting ships, now it is easy and fun to extend starting ships into some interesting design just in a few clicks
New power generator, by the way
What about capital ship, earlier we had some problems with design some kind modules specially for large ships, with increased details and special visual design, but came out to the conclusion, that actually, it is not necessary, just a set of scaled up basic modules could work very well, and result could looks cool, especially considering 3D possibilities.
Possibility to place modules on different altitude or unusual rotation can be great tool to achieve interesting design, but player is not forced to do that, and even modules placed only on zero plane should looks well because such method of construction is very comfortable, especially for a new player. Here is a preparation of all modules for capital size ships. Implementation of Tier 4 size still have some questions considering number of mounting points and game performance, but we will resolve it somehow.
Game design
Also, we are working on a lot of other aspects of the game, mostly it is countless usability improvements, but another main task it is overall game design, answer on questions what to do in the game? which is always was a problem but should be solved to make it a proper game, not just construction sandbox.
Tutorial
We also completely redesigned tutorial, now it is not a separated buttons in the main menu, but a quest-based system which starts at the beginning and guide you through the start of the game. Such type of tutorials is the best tutorials, because they dont force you to learn everything, quit, start the new game, and implement what you managed to remember. Instead, you can just start a normal game, slowly learn the game step by step and continue when tutorial will be completed. Also during implementation of tutorial, we, as developers more clearly see where the game has usability and game design issues which should be solved with high priority. We will try to post info about development more often and keep your informed. Thanks.
[ 2022-12-21 16:51:36 CET ] [ Original post ]
Hello, everyone.
To tell the truth, Ive never thought that I will post this on Steam. As you know, Russia has invaded Ukraine. Our team is located in both of these countries, and the events happening now are absolutely terrible. When this war started, we froze our work, and now our Ukrainian colleague must evacuate, leaving everything behind.
We really want to continue the work on our game, and we really hope that we will make our dream project, but for now, work is fully frozen for an unexpected time.
We know that it is disappointing, in fact, we worked on this update for such a long time, but we can't do anything. We are scared, we are against this war. All money from steam sales and patrons will go to our Ukrainian friend for survival and new equipment. We absolutely understand if you unsubscribe from our Patreon.
Thanks for your support.
NO WAR!
[ 2022-03-02 08:48:49 CET ] [ Original post ]
We told that update going to be released in January, but unfortunately, there is still a lot of work to do so we need more time and the update will be delayed, sorry for that. Another question, when it will be done? Of course, we may say "delayed for 1 month" again, but honestly, we don't know, and we don't want to announce a date only to delay it again for another month in the future. Generally speaking, we think it is almost impossible to specify the release date of any game unless the developer made a lot of similar games before, or the game is almost ready and only minor aspects should be tweaked before release. Both conditions are not true for this case, so the update was delayed for an unknown time. However, we will try to avoid long periods without posts and will inform you about progress until release, so you will be able to keep track of it. Also some news about development.
New command modules
Since construction will be possible in 3D, we have more freedom in the placement of command modules. So command modules are redesigned and now they have the standardized size and mounting points, which allow creating more various combinations of decorative modules around.
Background asteroids
Now there are decorative asteroids located below zero planes. We thought about more dense and visually interesting asteroids fields a long time ago, but considering the top-down view of the game, it had an unexpected problem - it was unclear, "is asteroids is a real obstacle, or is it located much below the trajectory of the ship"?
But we solved it by simply making decorative asteroids darker. It looks a bit weird but seems fine, and overall looks much better than without it. Also, it performs another important task, it indicated the velocity of the ship due to its shifting on the background during movement.
[ 2022-01-31 19:10:16 CET ] [ Original post ]
Here is a list of some of the changes that will be done for the next update.
Structural integrity
Issue
Imagine how battles of large spaceships look in various sci-fi movies. Usually theres a firefight with projectiles that hit the hull, but do not cause any significant damage to it, until a certain point. Then, when ships take enough damage, there are explosions in different places and they fall apart. That looks epic, but in CC it isnt. Currently, projectiles are literally digging their way through the ship, immediately destroying its modules. As a result, even if the ship survives the battle, it looks like a gnawed apple, completely devoid of its original shape.. Of course, shields can solve this problem, but in that case, we would be forced to make the shields account for 90% of the ship's durability, which could reduce the visual variety of battleships, because we would like the hull to also seem like strong armor, as its often shown in sci-fi movies. In addition, different modules may have very different HP values. For example, if you want to place a lot of small decor on the surface of some large module, then all of it will be blown away by the explosion of the first rocket.
Solution
Now ships will have a single HP pool, which is calculated from their size. Any hit on the ship will reduce this pool. When the value reaches zero, then the modules themselves will start receiving damage directly, just as it is currently implemented. However, modules will have much less HP of their own, so they can be destroyed very quickly. You can think of this new system as a structural integrity of sorts.
Thus, the problem described above is solved, while maintaining this interesting effect where ships may physically lose their parts during combat. Also, repairing a ship after each battle will no longer be an annoyance, because the HP pool can be easily replenished at the shipyard. Furthermore, it will be much easier to keep track of the current status of the ship's durability, and how much damage it receives during battle.
A single inventory for the entire ship
Issue
At first it seemed that individual storage in each container was a fun idea. But over time, it turned out not to be meaningful, but annoying, especially for a larger ship, with a huge amount of containers. It's not convenient to work with all these icons all over the screen. Of course, it's an interesting concept for some kind of first-person survival game where youd walk between different chests and sort everything. But in a game like CC it just doesn't work.
Solution
So now each ship will have only one inventory window, the maximum size of which is determined by the number of containers on the ship.
Simple and convenient.
Limited amount of armament per ship
Issue
Currently you can build something like this.
Such ships are very effective in combat, but they look cheesy and so are the battles between them. Remember the various ships from sci-fi movies. Usually, their weapons occupy only 10-20% of a given ship. In real battleships it is similar, because below each weapon there is a large and complex system for servicing and controlling the weapon.
Solution
There are no simulations of internal logistics in CC, so we will achieve that in a simpler way. Now each weapon will require a specific amount of "weapon points", and the larger the ship, the more of these weapon points will be available.
Such a system will encourage building sophisticated ships instead of "a cube with cannons on each side"
[ 2022-01-25 16:03:32 CET ] [ Original post ]
We will start series of posts about core changes which will be introduced in the next update. One of those things is 3D physics, which actually will be more like 2.5D Earlier we told, that we are going to turn the game physics from 2D into fully 3D and already released preview version of that new system. 3D is great and gives some great new possibilities, however it also brings some disadvantages too.
Advantages
- Possibility to rotate and place any module in 3D provides huge advantages related to ship constructor. In 3D, even with a small variations of modules it is possible to create large amount of various ship design. Also the ships no longer looks flat and large cannons places on top of the ships looks really nice.
Disadvantages
- Navigation is way more harder. In space there is not too much landmarks to understand position of your ship relative to something. Especially if we are talking about altitude. It turned out very hard to understand, this object is above or below your ship? Will it be obstacle or not? It theoretically can be solved with good navigation tools plus all asteroids can be put at the 0 plane, but that leads to another problem.
- Physics became less fun because collisions are rare. If all asteroids located at zero plane, you can just fly above an asteroids and don't worry about it anymore. In result, the space in fact, will became completely empty and boring.
- Technical issue but still. Implementation of navigation of AI in 3D will became extremely complex.
- Manual control of weapons will became useless because most likely enemy ship will be on different altitude than your ship, so all projectiles and lasers will miss the target. Of course there is a auto targeting mode, but manual control still can be fun.
- Placement of engines will became much harder. A lot of additional engines will be required on top and bottom of the ship, only just to stabilize its rotation. That does not gives more fun and just annoying.
How it will be done
The game will have fully 3D construction system. Modules can be placed on top, bottom, rotated in 3D and turrets can be rotated not only left and right, but also up and down. However all objects will located on 2D plane and there is no way to more ship up or down. Such system will have some weird issues, but it will be easily solved with the next things:
- If part of the ship will be shoot off, it will be slowly pulled towards zero altitude.
- If the ship is quite tall and its center of mass a bit shifted up or down, the ship will slowly shift its position vertically to keep its center of mass at zero altitude.
- Angle of a ship can be a bit changed due external forces, but it will be automatically stabilized.
- During docking, If docking ports located on different altitude, ships will be a bit pulled up or down to align it for docking.
[ 2022-01-09 02:33:40 CET ] [ Original post ]
Hello!
Yes, we are know you expected an update at the end of the year, but amount of changes in the game core is so huge, so unfortunately the game is not ready for release, and we are forced to move release of update to the end of January. Sorry for that.
For now, here is some report about progress. This is not everything what will be added, because most improvements related to game-design which is better to show in the game itself, but here is the most visually noticeable changes.
We completely changed how galaxy map and regions works, so now playable regions is 5 times larger.
Here is comparison:
This is especially important for orbital game mode, because now there is much more space around the planet, tidal forces is weaker and even small burn of maneuvering engines does not changes trajectory so much as it was before, in result orbital mechanics feels more like it should be.
Added rapid fire missile defense system, and considering that rockets now may fly in 3D space, we are like how result is looks like. However it will require some more improvements for accuracy.
Rockets with nuclear warhead as advanced weapon
Several new Sci-Fi looking engines. With possibility of 3D building and free rotation, even a few new parts allows to build quite an interesting design.
Also we started to perform large changes in missions system, since it will be a core of a new game loop, and one from the new types of missions is "delivery mission" which will require a ship with specific amount of cargo holders to ferry cargo containers from one location to another, with possible ambush on the way.
With such cargo freighters this type of "space trucker" activity should be more enjoyable than standard cargo transportation inside a ship.
We are really sorry that updated turned out so extremely delayed, but will try to complete it as soon as possible, and from this point we will try to report you about a progress more often.
And happy New Year! : )
[ 2021-12-30 18:31:32 CET ] [ Original post ]
Hello!
Despite the fact that there is no news from us for a really long time, the game actually is not abandoned as it may seems and in a very active development.
This may will be a biggest update in the history of game development, but since it not finished we are really sorry that we are forcing you to wait for so long.
We realized that there is huge amount of issues in the game which makes it unplayable at some point and we want to resolve all of these issues at once in order to provide really good gameplay experience for you.
We realize that such a long update cycle is not good, and we will return back to "update each 1-2 month" cycle after this huge update.
For now we just can't release it because many systems is completely reworked and currently in half disassembled state.
What about planned release date, unfortunately we don't know yet because there is still a lot of work.
Also the reason why there is not too many posts from us, is because there is so many changes in the game so it became hard to describe in words, while also we want to keep most info about most improvements hidden before release in order to achieve better "feeling of new content" for you after it will be released.
Still, we will show something about upcoming improvements:
Main user interface much more clean and no longer cluttered with useless elements which only distracts you, now it will display only information which can be useful right now.
User interface of editor screen is improved the same way. Also overall usability of editor screen is greatly improved because ship constructor is a key feature of the game and players will spent significant amount of time here so it should be intuitive and comfortable.
Inventory window and its usability improved too. Usage of inventory no longer fill the screen with a bunch of icons which is hard to read and use. It should be much more comfortable now.
Currently color dots above asteroids performs its purpose (display contained resource) not very well, so we made a new indicators which visible only when any asteroids selected and does not distracts when you don't need this information.
We like the idea that cargo transfer requires a docking, but docking process itself could be very uncomfortable and overall it much harder than expected, so now all docking ports have convenient and reliable "magnetic docking" feature.
Same thing happens with shipyard. Requirement of shipyard is nice feature but proper positioning of ship inside shipyard can be frustrating, so now the ship will be positioned in the center of shipyard automatically.
[ 2021-05-21 14:44:15 CET ] [ Original post ]
Hello! Sorry for no news from us for a long time. The game is not abandoned but in active development, as usual. We just reconsidering a lot of core features, game design elements and going to solve all of these issues which should be solved long time ago.
The biggest changes will be related to base building aspect and attempts to make learning curve much smoother.
We like base building, especially if base is moveable, because mobile base is cool.
So when we started development of Celestial Command we planned that at some point of gameplay, the player will be able to build huge ship which will act like mobile base, but this feature still not implemented and we are going to solve that with the next update.
Previously we had the next plan:
[olist]
But turned out that such approach has a few problems: 1. Construction of space station it is a complex task, it is not just a bunch of walls and door like in classic survival games. It is a large amount of different modules which should be built in specific combination and even positions. When player starts the game first time he almost immediately encounter with such a complex task which is extremely unfriendly and should be changed. Also it just does not have sense because initial station always looks almost the same. 2. Transition from station to moveable base is very unobvious. It is hard to understand when exactly it is possible or necessary and how gameplay will be changed. Also it means that previous station will be leaved behind or reconstructed? That sounds not too pleasant considering that station was a home for a long time.
So in order to solve these issues we decided to do the next thing:
- It will be unnecessary to build starting base manually, you will receive the base almost instantly within first hour of the game, and later you can upgrade or rebuild it as you wish.
- This will be not a station, but flagship, huge mobile base with its own role, so "build static space station phase" will be completely skipped and mobile base will be achieved much earlier, so new player will dive immediately into combat and mission tasks instead of complex attempts to build a station.
Role of the flagship
Let's think about, what is a "base" in survival game? [olist]
Also, since it will be not just a base, but mobile base, we want to implement another purpose for flagship - it will be the only way to travel on large distance, simply saying, warp drive can be installed only on flagship and it will move only a things which located inside its hangar bays.
Here is a simple analogy, flagship can be considered as large sail ship, locations in space - islands, smaller ships - individual characters. So characters is unable to move between islands without a sail ship.
All of these things should make an interesting difference between large flagship which acts like a mobile base and smaller frigates which purposes to perform combat, gathering and logistic operations. We want to improve base building aspect long time ago and seems like this is exactly want we want to achieve.
New crew and skills system
Another aspect which will be heavy redesigned it is a crew system. Currently the system is quite overcomplicated, unobvious and sometimes tedious. Micromanagement of different types of regular crew between different modules turned out an unnecessary feature, so instead, there will be only 1 type of regular crew, and it will be automatically distributed across entire ship. The only purpose of crew system is to make ships "alive", and single type of regular crew will be enough to achieve that.
Instead of micromanagement of regular crew we want to focus on improvements in ships to ships combat aspect which is much more interesting and visually enjoyable. Officers also will be redesigned. Currently there is an option to assign several officers to the same command module, but there is no point to assign "not a full stack of officers", so instead we decided to allow only one officer (captain) per ship, instead its skill tree will be much larger, so different captain may have different skills and specializations. Each ship will be considered as single character, with its own portrait, name and specialization. Such approach should be especially good for co-op multiplayer.
Completely different types of enemies
We noticed an interesting thing - usually it is more fun to fight against enemies who are not similar to you. Who looks different and uses different tactics. That could be especially noticeable in various zombie games or similar games where you need to fight not against humans, but against some kind of creatures. So, additionally to standard modular enemy ships, you also sometimes will encounter something very unusual.
But more details about that will be revealed later.
Warp gates
Since flagship with its warp drive will become the main method to travel between planets and systems, the role of warp gates will be changed. Warp gates no longer provides a route trough entire galaxy, instead, it will provide transportation within the same system, it also will be a part of some missions where frigates (smaller ships) should perform some tasks in location where flagship can't arrive (because it can't fit inside a warp gate)
Where it will be released?
We plan to do that somewhere at January but not sure when exactly. We will keep you informed about progress and try to avoid such a long delays between news. And also, Happy New Year! : )
[ 2020-12-30 23:12:20 CET ] [ Original post ]
CHANGE LOG
Improvements
- Added two locations on planet surface! At this moment it is available in sandbox and battle game modes
- Random weather effects
Control
- Improved control keys for engines, now you can use Space \ C buttons to move your ship Up \ Down which is very comfortable. Shift + WASD or arrow keys can be used for pitch \ yaw \ roll if needed, but in most cases it is not necessary and the ship can be controlled only with (WASD \ QE \ Space \ C) buttons, nice and simple like in 2D, but now in 3D!
- Auto stabilize center of thrust with center of mass" button is greatly improved and now works properly in 3D, for engines in all 6 directions with any possible configuration! Now the ship can be almost perfectly balanced and it will move exactly in desired direction while it still fully physical and realistic! This feature also perfect for a ships with asymmetrical design.
- Now when you activate altitude stabilizer, it will set its current altitude as a target altitude
- Added anti gravitational drive which build in command modules and allows to keep ships in air, also it creates dust cloud when hovering above ground at low altitude
- If "roll and pitch stabilizer (RPS)" enabled, "torque stabilizer" will stabilize ship only along vertical axis and it no longer interrupts functionality of RPS
- Added new lines in control settings, less hotkeys is "hard coded" and now available to change in settings
Battle mode
- In battle mode visibility no longer limited by range of radars
- Rockets no longer detonate if hit another rocket of the same faction
- Explosion of rockets no longer cause damage to ships of the same faction (simple way to avoid friendly fire)
World
- Added possibility to create a world with custom planet size, maximum possible size is 20 times bigger than current planets. This feature designed only for sandbox mode, "for fun with physics" and not suitable for stable gameplay
- Size and mass of all planets now is the same which makes orbital physics more consistent and understandable
Collisions
- Increased velocity threshold for collision damage from 40 to 100 (earlier even small collisions was too devastating)
- Now collision effects will be created even for collisions which does not cause damage
- Improved audio effect on collisions
Miscellaneous
- Improved localization system which should be much more comfortable for translators
Modules
- Starting ship a bit redesigned
- New engines now has proper visual effect
- New decorative module for starting ship design
- Regular engine now available in 3 different sizes
Planets
Fixes
- Fixed an issue when engines control keys didn't reacted if clicked quickly
- If left shift \ ctrl \ alt is used somewhere - its right variant can be used as well
- Removed useless hotkeys options from engines
- Grabber no longer has "2" hotkey by default which is not allowed for module hotkeys
- Engines now works properly on thrust less than 10% so torque stabilizer now works properly in orbital mode and "reduce thrust to 10%" button now works properly too
Miscellaneous
- Flame effect of engines no longer casts shadow
- Fixed typo in main menu "Survival"
- Preview of solar panels no longer push a ship while moved
- Removed sound of engines at low thrust (when stabilizer enabled and activated an engines at 1% thrust)
- Custom interface scale no longer cause incorrect scale and position of window with info about modules
- Solar panels no longer works in the shadow of planet
- Large engines now has proper thrust value
Control
[ 2020-07-23 20:21:36 CET ] [ Original post ]
Actually idea of that feature was quite unexpected even for us : )
We didn't thought about planet because it was impossible in 2D, but since the game going to be full 3D, we just thought "Hey, we want to add planets now! That is not too hard, but add so many new possibilities and makes visual so much better!"
And indeed, new possibilities is great!
So here is some frequently asked and potential questions about upcoming features and what we are planing to do with planets:
Environment
How landing from space to planet will be implemented? Seamless transition?
Not a seamless transition, it will be similar with jump to another system. The ships approach a planet and appears above planet surface in different location.
Dynamic time of day?
Yes, full day \ night cycle
Dynamic weather?
Yes, including rain and snow
Points of interest on the surface to explore and gather useful resources?
Yes
How large size of ground surface? Possibility of trip around the world?
No, it is not possible. Each surface location it is quite small area on the planet with boundaries, similar with such areas in space.
More locations and biomes?
Yes, there will be several more different landscapes and biomes
Grass and trees on the surface?
No, we want to design it as barren landscapes which looks more Sci-Fi place and also good for optimization. Also, it emphasize that planets is not suitable for camping with camp fire and such "Nature" stuff.
Landscapes is handmade or generated procedurally?
Each landscape is handmade but using a tool for procedural generation. It is technically possible to generate it procedurally but this process is too long for real time, but faster methods provides not the best result.
Physics
As there a gravity on planets?
Yes, on teaser trailer you can see that ships falls on the ground during combat
How ships keep its altitude in air?
At this moment, anti-gravitation drive which built-in command module. Everything not attached to command module will fall on the ground. That is not a bad solution, because this is quite common concept in many Sci-Fi movies and games where huge ships keeps itself in the air without any visible engines below it. However, most likely later we will add AI which will keep ship in air using 4 engines on the sides.
When atmospheric engines will be added - it will consume huge amount of fuel, isn't it?
We will solve it with simple solution, there will be a special engines which consume much less fuel (maybe only energy) but works only on planets.
Retractable landing gear and landing?
Yes, with proper animation.
Ground vehicles with wheels?
We would like to implement wheels but turned out it is technically complex task, so no wheels at this moment, but probably we will implement that as soon as we will figure out how to do that. However, most likely we will implement hover drive and mech legs, but not sure yet, additional research is required.
Seas and possibility of naval ships?
Requires some additional research but most likely yes. Probably even with submarines.
Aerodynamic with wings and planes?
No, we don't want to implement that in Celestial Command, it is quite hard to implement properly and small size of region will restrict a freedom, also we just want to focus on large spaceships such as frigates cruisers, carriers which supposed to be massive, slow and epic, mostly located horizontally with possibility to change its altitude up and down. Wings for such ships just does not suit its concept. However downward pointed engines will allow to build VTOL vehicles such as helicopters. Also, when drones will be implemented, there will be "drones" which actually pre-made planes with wings which will be fast and agile, but its physics will be very simplified so basically no, there will not be aerodynamic flight model based on realistic wings.
Possibility to exit a ship and directly control a human?
No, the game should be only about building and control of vehicles. But layer it will be possible to deploy small ground vehicles from the landed ships in order to explore areas which is not accessible for large spaceship.
Possibility to build bases on planet surface?
Yes, the same constructions as ships or stations can be located on the ground and it can be considered as a ground base. It should be physically stable, if not, we will implement a possibility to "lock" it on the ground.
Mining of resources from planet surface?
Yes, but only limited amount from rare specific points to prevent balance issue and avoid "source of infinite resources"
When it will be released?
First version of planets with some features planned to be released in Preview build within 1-2 weeks.
[ 2020-07-05 16:33:57 CET ] [ Original post ]
In this update we added brand new game mode, called "Battle", where you can easily set up fleets for oppose factions and observe an epic space combat.
[previewyoutube=zuyJqZ2I8eI;full][/previewyoutube]
Technically, it was already possible before via sandbox mode, but it was extremely inconvenient and required quite long manual world reloading to clean up a world after each battle. But in this mode everything should be nice and easy to use.
You may ask why we decided to implement another game mode instead of focusing on "survival" game mode?
There is several reasons:
1. Main feature of the game it is a ship building, but survival game mode restricts a creativity, so we want to create various mini game modes to use and test created ships in various situations.
2. Battle mode it is one of such environment where people can play with ships in combat situations without distraction on repairing after each battle and attempts to find a proper enemy fleet.
3. Survival mode it is a complex task. It is a well balanced collection of all game challenges in the single persistent world. So each "mini challenge \ game mode" it is actually a part of future survival game mode. In that way it is much easier to develop individual parts of the game instead of single big task.
When every game feature will be properly designed and tested in sandbox mode it will be easier to implement in the survival game mode in proper way.
Overall, we are very happy with such new concept, because earlier it was almost impossible to participate in large scale fleets battle, but now it is very easy to launch and play with different ship designs.
Also it is great for testing of various weapons, features and overall ship performance.
In the next update we plan to greatly expand such concept and implement more environments and challenges for created ships.
CHANGE LOG
Improvements
- New "Battle" game mode which is great to test various ship designs against each other or just observe large scale epic battle
- GUI: Redesign of main menu in order to provide better interface for new game mode and other upcoming features
- GUI: Some new icons in various places of interface
- GUI: Now DPS value displayed for various weapons
- Changed default controls: Camera rotation = RMB, Camera pan = MMB or Space
- Cannons, lasers and rockets no longer cause damage to its own ship where it installed
- Improved smoke trail effect of rockets
- Added new model of rockets
- Turret target prediction works again
- Nuclear reactors works again
- Fixed material of new engine
- "Hide interface" button now hides everything, including notifications
- Ship in edit mode no longer tries to keep designated altitude if this mode was enabled before
- GUI: Removed "J" and "W" symbols from various GUI in order to avoid confusion with real world values and keep interface simple to understand
- GUI: Fixed non-rounded "max flow" value for some power storages
[ 2020-06-27 21:18:11 CET ] [ Original post ]
Another update on the way to stable version 0.9.
In this update various aspects of the game was fixed and adapted for 3D physics and mostly the game should work well in 3D space now.
Also we added new weapons of various sizes which will be needed for upcoming combat update.
For the next preview update we will focus on combat aspect, more accurate balance for modules, AI and another improvements for large scale fleet battles.
CHANGE LOG
Improvements
- Modules: Added a lot of new weapons and existed weapons is fixed and improved
- Modules: Shield generator now properly works in 3D and its functionality overall improved
- Modules: Triangle modules has new model and also now it can be properly attached to each other
- Modules: New radars of various sizes is redesigned and properly functional now
- Modules: Life support modules a bit redesigned
- Modules: Turret platforms a bit redesigned
- Modules: Parameters of all modules is rebalanced
- GUI: Redesigned "total inventory window", now it displays current and maximum volume of cargo hold, also icons no longer respawns each second and its values updated every frame instead of once per second
- GUI: Redesigned "specify transfer amount window"
- GUI: Range of new turrets now displayed as full circle without side borders
- Starting ship a bit redesigned with new radar
- Preview of weapons now has the same green color as standard modules
- Removed several rarely used hotkeys from default settings
- Added muzzle fire effect for rocket launchers
- Pistons and rotors now much more sturdy and keeps its state better during influence of external force
- Engineering modules now properly construct modules in 3D space
- Radius of engineering modules now displayed properly when ship is inclined
- Salvaging of debris works again
- Multiplayer: Position of objects now synced in 3D
- O2 and H2 counters no longer inverted
- Rockets no longer spins during flight
- Guided rockets now properly works in 3D
- Static solar panels works again
- Check of line of sight for solar panels now works properly in 3D space
- Modules now can be properly connected to 2x1 adapters
- Module preview now much less likely will flicker while you are trying to place it
- Preview of large modules no longer appears too close to camera
- R F keys no longer moves preview module (it no longer necessary)
- Removed unused selection frames which can be found in game world
- Move tool in ship editor now works again (but only in 2D at this moment)
- Now when you hover cursor on mounting point in order to attach or detach it - it will be visible through the module
- Possibility to connect two parts in open space by clicking on mounting point now works again
- Altitude stabilizer now works only if a ship oriented horizontally
- Now weapons can be placed only on turrets of the same size tier
- Crew rename button works again
- Fixed "Energy consumption" instead of "Energy production" on module's interface
- Shields no longer ignore objects which was located inside its sphere during previous activation
- Power generators works again
- Magnetic docking now properly works in 3D
- Escape pods now properly works in 3D
- Shipyard parts and warp drives now has proper 3D colliders
- Autopilot and NPC movement now works again
- Now turrets will properly track target in 3D space
- Modules which works incorrectly when placed on rotor or piston no longer can be placed on it (rotor and piston designed only for decoration purposes and for fun with grabber)
[ 2020-05-28 23:10:20 CET ] [ Original post ]
That update took a bit more time than we expected initially but also this is probably a biggest update in the history.
Actually it is not completely ready yet but we decided to release it in preview branch because some aspects of the new update already more or less ready and the previous update was way too long ago.
Note, this is an early preview build which is provided to show upcoming features.
Many various features can be incomplete or broken.
At this moment we have large list of tasks in TO DO list regarding this preview build, so if you encountered a bug or incomplete feature, bug report is not required because most likely this is already in our TO DO list.
Later, when additional testing will be required we will make an announcement about that.
However feel free to discuss preview build in the Discord chat, there is a new channel "preview-version" for that.
In order to enable preview version, do the next steps in your Steam app:
More info and pictures in our previous posts:
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1595890716660832240
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3727223146682132461
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1690470748510608281
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2082293429501557004
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2082293429505943986
https://steamcommunity.com/games/CelestialCommand/announcements/detail/2202765987124786942
CHANGE LOG
Large Improvements
- Full 3D physics! A lot of modules and functionalities is adapted in order to work in full 3D! Ship editor, engines, turrets, solar panels, orbits, interface, physics, almost every aspect of the game is reworked and improved!
- Ship editor: Brand new "ship building in isolated environment" feature which allows you to get unlimited ship building creativity in non-sandbox game mode, create a blueprint and project it on existing ship with automatic reconstruction with engineering modules or shipyard!
- Ship editor: New when you press X on module, this module will be marked as "for deconstruction" it will be deconstructed by any engineering module nearby
- Ship editor: Changed a way how engineering modules works, now you place blueprints instead of incomplete modules and engineering modules works on such blueprints nearby
- Ship editor: Added mirror (symmetry) mode which works for module placement and painting
- Ship editor: Destroyed modules create a blueprints on its position which makes repairing after combat super easy and comfortable
- Ship editor: Repairing of modules is much easier now because it requires only special repair kits instead of huge amount of different resources
- New modules: A lot of new weapons and modules for capital ships including capital-size hangar and functional gate
- New modules: Redesigned solar panels
- Docking ports now has "magnetic feature", it will automatically move the ship to position which required for docking when two docking ports is close to each other, as result docking of two ships now is much easier and comfortable
- Multiplayer: Huge improvements for multiplayer, many various bugs is fixed now
- Tractor beam now applies proper force to objects with different mass, objects with mass 1 and 1000 will be moved correctly with normal speed, instead of ultra slow or fast, also maximum range is increased and in result tractor beam no longer useless
- Combat: Now cannon's projectile can penetrate trough several objects if previous object has less HP than damage of this projectile and also damage to the next object will be reduced accordingly. This feature is important for game balance when large slow firing cannon shooting at a ship which consist of many small modules with low HP, so single module with 1 HP no longer able to stop a projectile which able to cause 100 damage
- World: Stars in galaxy now located more uniformly (fixed issue with large empty areas and stars which are too close to each other)
- World: Changed a way how network of warp gates is generated, now it is a highway which go through entire galaxy which gives you a way to explore and encounter more challenges
- UI: Entire user interface is greatly redesigned and improved in many various aspects
- UI: Build menu now have buttons for categories and modules sorted by name
- Greatly reworked energy shields, now it have new visual \ audio effects and new functionality. One energy shield per ship for better usability and visual effects. No overpowered damage on impact. Much more obvious and balanced recharging.
- Now if you will lost all ships a convenient window with "Load" and "Main menu" buttons will appears, instead of respawn window which was removed because it caused an issue with possibility to duplicate a lot of resources easily
- Modules which remains after NPC ships, no longer can be attached to your own ship (it only can be deconstructed for resources) because it caused major issue with game balance and also encouraged to assemble unpretty "Frankenstein's ships"
- AI: NPC ships now will retreat if lost its weapons
- AI: NPC ships now rotates its ship to the target much better
- AI: Enemy ships now moves randomly instead of sitting at the same position
- Ship editor: Holding Shift no longer required in order to place several modules one after another, this mode now enabled by default which should be more convenient because in most cases "shift mode" is required
- Ship editor: Now some large modules can be placed only on own space station or capital ship
- Ship editor: Now you can hold left mouse button and drag a cursor in order to place many modules by single move
- Ship editor: Now radius and direction of warp drive and shield displayed above its preview
- Ship editor: Now you can deconstruct \ delete all modules which selected with move tool
- Ship editor: Engineering modules in auto mode now will prefer a nearest tasks instead or random tasks within its radius
- UI: Main menu redesigned, now it is more clean and easier to use
- UI: Button in main menu and some in-game buttons now animated
- UI: Inventory icons now displays integer values instead of decimal and power storages display values in 15.6k format instead of 15627
- UI: Now when you click on window - this window will display on top of other windows
- UI: Now when you hover cursor on module in build menu - its info will be displayed on the right side instead of near cursor, which is more comfortable
- UI: Added button "sort by name" and "sort by time" to window with saved ships
- UI: Added button "open main menu" on the top-left corner of the screen
- UI: Value of current credits changed with smooth animation
- UI: In-game menu now have the same design as main menu
- UI: Total mass and inertia tensor of ship now displayed in more comfortable format
- UI: Crew window is a bit redesigned and now it is more convenient to use
- UI: Weapon groups now can be enabled with buttons "1-6" instead of combination "Shift + 1-6" which is much more convenient
- UI: Weapon direction indicator now displayed automatically once you enabled a manual mode and no longer requires to press separated button
- UI: Weapon direction indicator now have a bit more minimalistic design
- UI: Dialogue window with NPC stations is redesigned for better usability
- New starting ship
- Now you can see an info about ammo usage when hover cursor on weapon in build menu
- Now when you want to load ship from file, radius of "free space seeker" will be different according to ship size
- Now you can select an angle of newly loaded ship with A \ D buttons
- Radius of xenon collector in aero mode now much larger, in result it is more obvious to use
- Added options to invert mouse wheel and change its sensitivity
- Combat: Projectiles now have zero chance to bounce off targets which has low HP
- Combat: When shield colliding with module or another shield - another object no longer receive damage, as result shield no longer can't be used as overpowered ramming weapon
- Now crew of a ship is able consume food and oxygen from docked ships
- It is no longer possible to set a module hotkey which already used in global hotkeys list
- Camera now focused on center of mass instead of command module
- Rotation speed of planets and clouds now looks a bit better
- Added hotkey to show FPS counter
- Fixed an issue with small jittering of modules at close zoom and also physics is a bit more accurate now
- Anti aliasing effect now works as intended
- Ship editor: Fixed a bug when sometimes new modules after placement appears not in the same position where was located its green preview object
- Ship editor: Fixed a bug when not all mounting points of modules were connected after it was moved with "Move Tool"
- Auto mode now properly works for engineering modules on shipyard
- Rockets no longer cause damage due collisions (only from its own explosion), as result rockets no longer so overpowered
- Removed outdated buttons in sandbox menu
- Turret based rocket launcher now has correct rate of fire
- NPC ships no longer tries to use escape pod launchers as a rocket weapon
- State of ship stabilizer now can be saved and loaded
- Hotkey for "Auto center of thrust" now works properly
- Calculation of path for ships no longer cause FPS spike
- Clicking on planet in aero mode no longer cause an error
- Sliders in control panel of shields now displays correct values when you click on several different shields
- Ships no longer invulnerable for beam weapon after its shield depleted
- In aerodynamic mode planets on map no longer moving on its orbit
- Weapon groups no longer can be switched during usage of some input field
- Light beams of shipyards no longer visible in space when out of range of radar
[ 2020-05-03 19:10:48 CET ] [ Original post ]
This is pretty important topic because some people started to worry that after switching to full 3D the game will lose its attractive simplicity of navigation.
And this is completely understandable, to be honest we were worried about this too. We had a theoretical plan how to keep control simple, but this plan wasn't tested on practice.
Turned out, nothing to worry about, the new system works amazingly well!
We developed two new types of stabilizers:
1. Roll and pitch stabilizer
It will automatically keep your ship in horizontal orientation
2. Altitude stabilizer
It will automatically keep your ship on specified altitude relative to zero plane
Both stabilizers activated by default and in most cases, you don't need to deactivate it.
While it active - you can control your ship using WASD QE buttons as before and the ship will move on horizontal plane like in 2D.
Also, you can change altitude using special buttons and a ship will keep specified altitude.
And also, you can disable these stabilizers and move in 3D space freely if you wish.
Shift + WASDQE controls ship's roll, pitch and vertical velocity.
Minimal complexity of ships also not too much increased, all what you need relative to previous 2D version, is just to add 8 additional maneuvering engines, 4 on top and 4 on bottom near each corner so a ship will use these engines in order to control its orientation.
Also center of thrust now can be displayed for all 6 directions which is useful in order to adjust all engines relative to center of mass.
[ 2020-04-15 14:20:21 CET ] [ Original post ]
Yes, yesterday's post was not a joke.
https://steamcommunity.com/games/CelestialCommand/partnerevents/view/2082293429501557003
Actually we planned to publish that announcement at March 31, but a bit more time was required so we delayed it on the next day, but turned out that the next day is April 1, so we decided it would be interesting to publish announcement today : )
Of course it would be too cruel if such announcement was an April joke, so it is not.
In the next update Celestial Command will be with full 3D physics and ship editor!
So, most systems already adapted for functionality in 3D but need to implement a few more systems before new version can be released in experimental build.
Also we are working on design of various modules and placement of mounting points to provide enough parts to create ships with various design.
Some modules remodeled and a bit redesigned because it should have proper dimensions on vertical axis too and also additional mounting points.
For example new corridors has more symmetrical profile and can be stacked to each other with different angles.
Fun fact, after we switched to 3D, we need less variations of basic shapes to achieve various ship designs. Only a few basic shapes is enough because now each module can be rotated on any direction which creates much more possibilities for construction.
Situation with turrets also became simpler, now it is just a simple flat looking platform which can be placed on any surface with different angles, so weapons can be placed on top, bottom or side part of the ship.
All weapons is adapted for 3D and now can be pointed up or down.
Also wreckage in 3D space looks quite epic.
To make salvaging process more convenient we will extend functionality of tractor beam so it will attract debris closer to robotic arms or drones will help with that task (because drones is possible now, but it will be added a bit later)
[ 2020-04-02 19:23:54 CET ] [ Original post ]
As we said in previous posts, ship building is the most important aspect of the game and for the next update we are trying to add many new parts in order to make ship building more diverse and open now possibilities for creativity.
Some time ago, when we already prepared large parts for capital ships and started to thing how to add even more freedom and creativity to the ship building, we thought it carefully and came out to the simple conclusion:
2D physics has more restrictions and disadvantages than advantages.
Full 3D physics will add extreme amount of freedom and creativity for ship building process.
People often asked us for a various 3D features such as:
Possibility to place turrets on top of the ship like on real life battleships
Hangar bays with drones
Solar panels which placed horizontal and not blocked with the ship itself
More "vertical" ship design instead of flat ships
We even created items in the FAQ to explain why these features can't be implemented (due various restrictions related to 2D physics):
https://trello.com/c/CUsCP7ut
https://trello.com/c/WB6s9LZF
But if we will make the game full 3D, these issues related to 2D physics will be no longer relevant and features listed above will be possible!
So we decided to do that!
Important to mention that the main advantage of 2D physics it is simplicity of control and navigation. You can fly your ship using only WASDQE buttons and no need to worry about 3-rd dimension. This is actually pretty important because navigation in 3D space could be complex and confusing.
However there is a solution which allows to keep that advantage even in full 3D.
Most objects still will be located on horizontal plane, such as asteroids, stations and other ships so you still will be able to control your ship using only WASDQE buttons.
Even if the ship is drifted a bit on vertical axis - we added a new special stabilizer which will automatically keep ship in horizontal plane.
But if you wish to leave horizontal plane, you no longer bound to it and you can do that.
Here is some examples of new 3D ships with new modules and weapons
Possibilities for ship building now is really amazing!
Indicators of altitude relative to standard zero plane
What about orbital mechanics, orbits now can be not only equatorial but inclined too
Customizable point light sources which also may act as flashing lights
Customizable spotlight sources
Changed the way how modules are placed, Now after placement it appears as transparent object which become active after engineering module will work on it for several seconds.
It should make construction process much more convenient.
If you lose part of your ship, blueprint for reconstruction will be automatically created so you can repair your ship easily on shipyard. This feature is extremely helpful for repairing after combat.
Also we want to say special thanks for everyone who supports us on Patreon! Without your help we would not have enough funds to develop such a large and long update.
Fortunately, with you help we can do it!
When it will be released? We are not sure yet, but after this blog post we will try to post progress reports more often.
Also, due large amount changes and possible bugs we will release it in experimental build first, but it will be available for everyone and no additional access will be required.
We will publish a news when it will be done.
Thanks!
[ 2020-04-01 14:36:31 CET ] [ Original post ]
Currently we are working on improvements for a combat aspect of gameplay.
Combat should be important part of the game, but at this moment large amount of flaws do not allows to play and enjoy it.
Here is a list of things which will be added in the next update in order to solve that:
- The starting ship now have a proper weapon right from the start. Some basic kinetic cannon and small rocket launcher as well as some amount of ammunition in storage.
- Activation of weapon is much more convenient now, just press 1 to enable weapon group, instead of complex Shift+1 combination. Also weapon range will be showed automatically and no longer requires to press Ctrl+1. Launching of rocket also much more easy now because hotkeys already designated from the start.
- AI of enemy ships now much better in terms of navigation. It will properly direct its ship on the target and will not cause FPS drop in the process.
Also when it is unable to continue combat due lack of any weapon, it will try to retreat instead of sit and waiting while someone destroying its ship.
- Cannon's projectile can penetrate trough several objects if previous object has less HP than damage of this projectile and also damage to the next object will be reduced accordingly. This feature is important for game balance when large slow firing cannon shooting at a ship which consist of many small modules with low HP, so single module with 1 HP no longer able to stop a projectile which able to cause 100 damage
- Now you may encounter not only an enemy combat ships but allied ships too, which will fight each other.
- Currently, reconstruction of missing modules after combat is tedious, this will be fixed with the system which adds a blueprint module each time when some module on your ships is destroyed. These blueprints can be easily built on shipyard as it showed in previous post.
[ 2019-12-31 18:51:47 CET ] [ Original post ]
Hello!
We are preparing so much improvements for the next update, so we decided it will be a version alpha 0.9.
It will be a huge update where almost every aspect of the game will be greatly improved and we will fix most of the crucial issues which exist in the game for a long time.
For example, a ship constructor, it is the most important feature of the game, but currently it have an important issue which should be fixed.
For a long time we are thinking how to solve the problem that ship construction in sandbox mode is much more fun than in non-sandbox mode.
The good ship editor should allow to quickly place and remove parts in order to experiment with different designs and build a ship you want.
However, currently construction and deconstruction of modules it is a complex process, which requires a lot of time and resources, and result it is not possible to experiment with designs and unleash your creativity.
Currently the only way to build something specific, it is to launch the game in sandbox mode, build the ship there, make a screenshot, calculate required amount of resources in notepad and after that load non-sandbox game back and rebuild this ship using screenshot as an instruction.
This is super tedious and inconvenient. Definitely not the way how it should work.
Of course, instant construction \ deconstruction of modules could solve this issue, but we don't want to make it instant because we like a nice animation of robotic arms and its welding effects.
But for the next update we developed the solution - Isolated ship editor!
Now in non-sandbox game mode you can press the button any time and open a special editor screen where you can edit your ship using the same rules as in sandbox mode.
Modules are free and can be placed or removed instantly. Here you can unleash your creativity designing your ship, and after you finished, you can press the button and engineering modules in game world will automatically build a new ship for you!
Also this method will allows to load a blueprint which was saved in sandbox mode or a file from Workshop (which will be added later) and build it in non-sandbox game mode.
In addition, such approach will solve an important issue of orbital game mode where it is very inconvenient to design a ships due drifting of separated modules due tidal forces.
This no longer will be a problem because development of blueprints can be done in isolated environment.
Besides that, recipes of most modules will be simplified, because currently modules requires way too much different resources, in result gathering of resources for ship construction became tedious. We want to make ship construction more accessible for players.
Also take a look on a new energy shield effects:
[ 2019-12-16 14:52:58 CET ] [ Original post ]
There was no news from us quite a while, this is because we are working on some big improvements for the next update which requires to do some research about new methods and features, so we were not ready to show result before we will be sure that these new features will work as desired.
The upcoming improvements will be related to the most important aspect of the game - construction of ships.
Currently in the game most modules has the same size and most ships also has the same size, of course there is some a bit larger modules and also you can build a ships of any size you want, but even larger ships mostly looks like a large, flat construction made of small parts.
This is not intentional design choice. From the first day of development, Celestial Command supposed to be the game about ships of very various sizes, where smaller vessels will be able to fly inside a hangars of huge carriers and battleships.
Earlier we had more priority tasks related to core systems instead of a lot of new modules of various sizes, but now we decided to focus on this direction.
For the next update we started to use a new method which allows to create large amount of modules in reasonable time. Now some modules consist of two parts, superstructure above and standardized base structure below.
Besides that, some modules have optional variant with different vertical profiles, allowing to create a huge ships which does not looks flat.
Initially we thought that such method may create undesired "repetitive tiling" effect because base structure of different modules will looks the same, but turned out it is not a problem because most of the time you observe ships from above where superstructure overlaps most of its area, plus different vertical profiles creates very interesting shapes.
Here is some early examples of what is possible to build using new modules:
Besides that we will add huge hangar parts, a lot of new weapons and many various functional improvements, such as mirror tool, magnetic docking, more challenges and a lot more.
That is how research and development area of new modules in 3D editor:
When it will be released? We are not sure yet, we want to make it high quality because when people will start to design and save new ships we want to be sure that save files will not be wasted due some changes in the another update after.
Also we want to provide some kind of game goals to create a purpose for a newly designed ships.
We will keep you informed about update progression.
Thanks for the patience! : )
[ 2019-10-30 17:09:07 CET ] [ Original post ]
Currently mining lasers in the game has a very short range, and this is not too correct because if mining device suppose to be a short range it could be just a simple mining drill, but since we have lasers, we should have long range version.
So here it is, long range mining lasers!
Also now it can be mounted on turrets and automatically collect required ore within range! It acts like a great advanced tool for mining and should partially solve a situation with lack of fuel for large ships because mining is much easier now.
A bit later this issue will be completely solved with addition of large mining devices which can be placed on large asteroids in order to extract even more ore.
CHANGE LOG
Large improvements
- Added long range mining laser which should be mounted on turret. Such turrets will automatically mine asteroids with desired resource within its range. Also added a possibility to select which resource you want to mine
- Damage and mining rate of all lasers no longer depends on distance to target (this feature didn't adds any interesting aspects to the gameplay, on the contrary it was confusing and non intuitive, also it turned lasers into some kind of "shotguns" which should be used from the minimal distance, that is not a desired game-style for combat lasers). Also visual effect of laser ray no longer falloff with the distance and in result it looks much better
- Lasers now activated and deactivated not instantly, but during a short time, as result its visual effect looks much better
- Lasers now will consume energy from internal power storage which will recharge over time, so now in cases when you have not enough energy, lasers will wait for full charge instead of attempt to emit thin and weak ray. Overall, combat and mining operations now looks much better in cases when ship has not enough energy
- Added possibility to setup hotkey for auto center of thrust calibration
- Text elements such as "+2 Iron ore" which appears over cargo containers now displayed only at close range
- Graphs of power monitor now hidden by default
- Xenon collector max radius in orbital mode increased from 5 to 30 (it should be much easier to use now)
- Added missing info on control panel of xenon collector
- Target of turret now visualized only on selection of module
- Critical bug with impossibility to save \ load a game with error "Position is NaN" should be fixed (but we are not sure, so let us know if you will encounter this issue again)
- Ships with activated warp drive no longer able to move inside a warp field (solved an issue when you press W during warp flight and ship explodes due contact with warp sphere)
- Fixes impossibility to load a game which was saved during warp flight
- Fixes issue when options and save load windows still visible after menu reopened with Esc button
- Fixes internal error when galaxy map opened during warp flight
- Xenon collector works again in orbital mode
- Pause on Esc now correctly works after save load
[ 2019-08-15 19:49:14 CET ] [ Original post ]
CHANGE LOG
Improvements
- Added button which will automatically setup maximum thrust level for all main engines in order to align center of thrust with center of mass. Very useful for asymmetrical ships or for ships with unbalanced distribution of cargo.
- Added notification if you try to buy goods to container of not suitable type or if it has not enough free space
- Possibility to buy goods on trading stations now works again (it was accidentally broken when cargo types were reworked)
- Game speed no longer affects on functionality of double click
- Fixed possibility to load a game from existed game (no longer infinite loading screen)
- Fixed internal error when cursor hovered on item in global inventory window during sell mode
- Station size fuel tank now may contain only 1 type of resource instead of 2 (earlier it caused various issues with fuel production and consumption)
- Auto saves now works properly (now each file has correct data such as date, time, version etc.)
- Fixed an issue when sometimes salvaging module consumed resources but did not unloaded a product
- Added missing on hover info about characteristics for modules: Life support, crew quarters, escape pods
- Added missing on selection info about characteristics for modules: Engineering module, escape pods
- Added localization for characteristics of some modules
[ 2019-08-05 18:06:17 CET ] [ Original post ]
CHANGE LOG
Improvements
- Power generator now automatically adjusts its production level according to current power consumption and availability of power storages. Fuel and energy no longer wasted and power generator now should be much easier to use. Also added some additional information to its control interface.
- Now when you press Esc to open game menu, the game will be put on pause (only in single-player game)
- Now titanium can be found in asteroids
- Recycling module now works properly
- Ore refinery no longer consumes energy while waiting for a free cargo space and also now it properly displays warning message about lack of free space
- Fixed a bug when some planetary systems was not revealed after warp jump even if it located within range of warp drive
- Mining skill now has correct description
- Removed outdated "reaction wheel power multiplier" from world settings
- Parameter "Max players" for multi-player game now works correctly
[ 2019-08-03 00:10:09 CET ] [ Original post ]
Hello!
Another medium size update. Inventory system now should be much easier and more intuitive to use and also, we fixed many frequently occurred and critical bugs.
Also we want to express a huge gratitude to everyone who support us on Patreon! We just achieved a first Patreon goal, such support is really helpful and allows us to resolve financial things. Thanks you very much!
Currently we are working on a huge content and gameplay update which should be released approximately within the next month, before that we plan to release a smaller updates from time to time, similar to this one, with important fixes and core improvements.
CHANGE LOG
Large improvements
- Cargo containers now divided on 2 types instead of 3 (for solid cargo and for liquid\gas cargo), type "for raw ore" is removed (all existed ore containers now may store any solid cargo). Solid container no longer can store liquids or gas. Some containers still may hold only 1 resource, but more effective which should be an interesting feature. Previous the system with containers was too non intuitive, now it should be much easier to use.
- Global inventory window now opens for all docked ships (also a window appears above command module, not in random position)
- Added possibility to drag resource icon from one global inventory window to another (also now it is possible to hold shift to specify transfer amount)
- Changed names and descriptions for all crew skills
- Prices of all modules recalculated and now equal to sum of prices of its crafting components
- Crew now may survive without life support modules much longer (solved a situation when entire crew died within seconds after life support module was removed)
- Reaction wheel removed from the game (because it does not suit a concept and ideology of the game, we want to use engines for ship rotation, engines have nice visual \ audio effects and can be destroyed in combat, engines it is realistic and important aspect of the game, while reaction wheel was a boring method of magical rotation which does not have any effects and can't be destroyed in combat since located inside the ship. Also, hardcore fuel economy should not be a main aspect of the game even in orbital mechanics game mode)
- Debris scanner removed from the game (because science data now collected from salvaging of command module debris from defeated enemies)
- Gas collector now shows correct warning in aero mode in case if it is located too far from the planet
- Module placement radius increased from 15 to 30 and now equal to move tool radius (solved issue with impossibility to place modules inside shipyard which located too far from the command module)
- Simplified recipe for Warp Drive 1
- Specific resources in other regions no longer includes basic resources (Iron, Carbon, Ice, it presents anyway) and no longer repeats
- Now it is guaranteed that adjacent locations via warp gate will contain silver and niobium which required for warp drive
- Fixed most bugs related to skills of command officers
- Fixed impossibility to activate move tool near NPC station after save load
- Fixed a bug when turrets in manual control mode was directed at some random point instead of cursor
- Middle mouse button click on module in build menu now works as intended
- Max range of large warp drive increased from 7000 to 15000 (earlier, in some cases it was unable to jump anywhere)
- Large warp drive now has proper collider on its ring
- No longer possible to move crew members from ship to the same ship
- No longer possible to move command officers and cargo via global inventory window from ship to another ship which are not docked together
- Engineering modules no longer will auto salvage turrets with weapons attached on it, now it will salvage weapon first
- Fixed incorrect list of required resources when you selected fuel generator after selection of production module
- Multiplayer: Fixed impossibility to take control over spawned ship for connected players
- Bug with duplication of every object after loading of game from existed world should be fixed (but not sure)
- When loading menu opened from in-game menu, the previous menu will we properly hidden
- New asteroids which spawned in replacement of destroyed one now have a proper spawn position (random altitude)
- Build menu with modules now properly rescaled and now usable on displays with 1366 resolution or lower.
[ 2019-07-29 17:02:04 CET ] [ Original post ]
Another medium size update with some nice and important improvements!
Also we set 25% discount due 50th anniversary of the Apollo 11 mission to the Moon!
CHANGE LOG
Improvements
- Planets in aerodynamic mode now located below 0 plane, added stations at the center above planet, added gas giants with its rings.
We decided that possibility to crash into planet in aerodynamic mode does not have too much sense. We have an orbital mode for that, but in aero mode such planet just caused some issues for solar panels and also planets which located below zero plane looks much better from top-down view.
- Added passive skills for command officers in command module which improves various systems of a ship
- Redesigned window with info about command officer, added icons for skills
- Added "Total Cargo Window" which shows all cargo stored in entire ship with possibility to drag and drop all resource from one ship to another
- Added oxygen monitor (like food monitor) which displays time for how long oxygen is enough
- Solar panels no longer blocked with distant asteroids which located somewhere far away (now it blocked only by obstacles within some distance)
- Fuel generator and recycle module no longer have internal inventory, now it will unload produced resources in containers somewhere on the ship
- Now you may buy, sell and repair modules on any NPC station (earlier it was illogical that a huge space station can't provide a shipyard services for you)
- Added possibility to hire command officers on NPC stations. Interface a bit redesigned.
- Starting location now may have only terrestrial or desert type planet (no longer weird lava, oceanic, etc)
- Planets of thunderstorm type no longer have unrealistic surface ripple effect
- Various rebalance for recipes of modules, overall, cargo containers and structural modules now more affordable
- Warp drive 1 in-system warp speed reduced from 0.1 to 0.05 a.u. per second (warp flights were too short)
- Star of staring system now have constant (not random) irradiance level
- Starting planet now can be only on 2, 3 or 4-rd position from the star (no longer starting on some outer planet with very low star irradiance)
- Added info that window with starting hints can be reopened with F1 button
- Added info that multiplayer game in non-sandbox mode still in development and could be unstable
- Fuel generator crafting speed changed from 0.33 to 0.2
- Maximum level of music volume reduced to 30% (it was too loud at 100%)
- Radar icons of debris no longer displayed on map
- Multiplayer: Settings of energy shield now properly synced
- Engineering modules in auto mode no longer will try to salvage or repair asteroids
- Offset value of energy shield now properly save loaded
- When the game on pause, exit to main menu no longer freeze the game
- Unavailable gunpowder no longer required for rocket ammunition
- Distance to target of selected warp drive now displayed correctly
- Warp flight to star no longer teleports a ships right inside the star
- Fixed issue with incorrect portrait of character after game loading
[ 2019-07-18 18:29:49 CET ] [ Original post ]
Some hotfixes for recent big update.
CHANGE LOG
Improvements
- Icons of storage containers a bit redesigned and looks a bit better. Also now different types of containers have different icon according to its type (image above with prev \ new comparison)
- Added button in sandbox menu which increases radius of radar so entire region became visible
- Crew oxygen consumption reduced from 0.1 to 0.02 per minute
- Power consumption of hydroponics no longer so huge (2000), now it requires only 50 and 75 for T1 and T2 version
- Added info about speed of production modules in build menu
- T2 kinetic cannon properly renamed
- When you move crew members from ship A to ship B, crew members will instantly occupy its workplaces of ship B
- Fixed an issue with asteroids which stuck at 0 content and can't be mined further
- Debris which appears near starting point during start of the game now have correct orbital velocity in orbital game mode
- NPC cargo ships no longer "dancing" around the same station or flies only between two the same stations
- Fixed an issue when you sometimes unable to dock to NPC space station
- Officers skills now start working right after you selected it
- Multiplayer: You no longer see "+1 Item" message during salvage operation of another player
- T1 shipyard parts no longer more massive than T2 version
- Default position of "System name" on map no longer overlaps with bottom panel
- Default position of "Relative velocity" block no longer overlaps with bottom panel
- Fixed internal error related to Discord DLL
- Fixed internal error when escape pods launcher placed
- Unavailable refined carbon no longer required for crafting of warp coil
- Unavailable heavy frame removed from recipes of all modules
- Incorrect list of required resources no longer displayed in menu of salvage module and fuel generator
- Attempt to grab black box from defeated drone using a grabber no longer should cause physics glitch
[ 2019-07-07 22:24:03 CET ] [ Original post ]
Hello!
As we announced in previous post, in this update we prepared super huge amount of significant changes which improves almost every aspect of the game.
Overall we have worked on gameplay for survival game mode, because despite the fact that playing in sandbox is fun, survival game mode was extremely confusing due large amount of flaws, so we are polished many systems and moved the game to the shape how it should be. There are still some flaws, but this is a huge step forward to the truly polished game with enjoyable gameplay for many hours.
By the way, we have made a new trailer! That is great, because previous one was outdated long time ago and the game already much improved.
https://steamcommunity.com/sharedfiles/filedetails/?id=1790923976
Base building now is MUCH MORE convenient, because earlier it was extremely user unfriendly. The process of construction something in survival mode was terrible, but now it should be fixed!
Space bases are now much larger and way more epic than before. Tech tree was improved for quite a lot, overall game progression should feel much more enjoyable.
Extremely inconvenient trading system also was significantly improved and now it should be fun.
Also, the game visually now looks much better!
Note, in this blog post we are trying new format: Pictures now located inside "Change log" block under each item of change log.
Earlier a lot of information was duplicated in the main text and change log, which is not good, so we think that a new way of delivering update logs should be better. Also, some items in change log contains more information about why exactly it was done and what exactly it is. So, for more information read a full change log below.
CHANGE LOG
large Improvements
- Completely new NPC space stations which are built from several highly detailed modules. Now it looks much larger and more significant, like cities in space. There are several variations of stations so not all stations look the same. Later more variations will be added. Also, all these modules available in sandbox mode.
- Player's own space base now looks much larger. Added new command module for own space station which acts like a core module for player base and should be built in first minutes of gameplay. Production modules also replaced with completely new models of much larger size. Earlier player's space base was too small, that was not correct, so now it is fixed.
- Visual effects: Changed color space from gamma to linear, which means more realistic lighting, also it allows to implement better glow effect, especially for weapons and engines.
- Visual effects: Improved effects for stars
- Visual effects: Improved effects for lasers, engines, shields, explosions
- Trading: Completely redesigned trading system, now it should be much more fun and intuitive to use. Now there is a list of special trading commodities for trading between stations. Previous confusing system with a lot of building parts and weird trading rules is gone. Now each station has easy to understand system of supply and demands and obvious trade routes. Trading GUI redesigned, now it more compact and easier to use. Buy \ Sell methods also improved and no longer so inconvenient to use in case if you have many cargo containers.
- Crew: Completely new crew system, with the new management of living modules, life support modules, working escape pods launchers, consumption of oxygen and crew requirements for various functional modules, such as engineering modules or mining lasers. Note: New skills system for officers is not completed yet and will be improved later.
- Crew: Added possibility to select portrait of captain, its name and name of spaceship before the game started. The spaceships seems alive now, not just a chunk of metal in space.
- Crew: Added functional escape pods, like in Sci-Fi movies!
- Crew: Added notification about lack of food which will not disappear until supply of food will be restored. The same works for oxygen and life support supply
- GUI: Added ship control panel with various control elements for main systems of ship. Earlier it was hard to monitor a status of your shields or control weapons or other systems of the ship. The game interface was like for strategy game, but this is not strategy game, usually you are in control of one ship and you should have a convenient tools to control it, so here it is, a control panel with most often used systems of a ship. We plan to add more control elements on this panel which are frequently used.
- GUI: Added weapons groups which allows to much more convenient control on many turrets on the ship. Some may remember that we had similar system earlier, but now it returned with more quality implementation and usability.
- Usability: Added a starting window with hints about main aspects of gameplay and instruction how to get started. Of course, interactive tutorial would be better, but it will take longer to implement, so it will be added later, but at this moment this window should be a good temporary solution.
- Production: Completely changed recipes and prices for all modules. Everything much cheaper and affordable. Building is no longer so complex and user unfriendly. We get rid of frames, generic components and plates, and replaced it with nice and convenient "Prefabs" - main building component of all modules.
- Production: Completely changed distribution of resources in asteroids, now common resources can be found everywhere and rare resources specific to planets, which is have much rare chance to spawn. This makes process of seeking resources much more interesting like it should be in good survival game (like wood and stone everywhere, but iron is rare). Here iron and carbon is a basic materials which can be found everywhere, but advanced resources such as copper, silicon of lithium is much rare.
- Production: Generic components and steel plates removed from all recipes because it didn't added interest to the game, just makes crafting less convenient
- Production: Added salvage module which allows to recycle broken parts into resources
- Ship editor: Now you can place modules for construction and use move tool in much larger radius which now displayed with yellow circle. Previous attempts to place modules within a tiny radius of engineering modules was terribly inconvenient and now it is fixed!
- Ship editor: Now you can instantly remove placed modules which were not built yet (contains only 1 part), the part will be returned to inventory. Makes building process much more convenient in cases where you wish to quickly place and remove modules just to check overall shape of a spaceship.
- Ship editor: Improved visual model of scaffold frames around unbuild modules. Now it has proper 3D models with correct size.
- Ship editor: Added "Auto build" and "Auto salvage modules" modes for engineering modules. You no longer need to select engineering modules and manually click on targets, now you can automatically construct or salvage modules within a radius. Building and looting much more convenient now!
- Ship editor: Move Tool in sandbox mode now can be used anywhere (not only near space station). Super useful for creativity!
- Now you may find a random hostile drone which protects valuable resources or just located randomly in space. The important aspect of the game is combat, but earlier it was hard to find a proper enemy to test your combat capabilities, now it is fixed. Also, it creates additional challenge for the gameplay, like it should be in any good survival game.
- Audio: Now music is changing during combat. It should provide better experience during combat. Later we will add more variations of music and better transitions.
- Camera: Now by default right mouse button will pan the camera and middle button will rotate it (because pan is much more often used than rotation). It could be hard to get used to it if you already familiar with previous system, but we recommend trying, the control will be much more convenient. But you may change settings back if you wish.
- Camera: Now camera can be rotated by holding space bar + mouse movement
- Camera: Now "Rotate as target" mode (Z key) will smoothly follow a rotation of your ship (not instantly)
- Physics: Safe collision velocity increased from 5 m\s to 40 m\s, maneuvering and physics now is much more fun because modules no longer explodes even on easy touch, Collisions at high velocity still may cause a significant damage.
- Shields: Reworked energy shields. Now it can be activated much faster and overall more obvious and easier to use. It can shift its center position. And also, now it have restoration delay parameter (damage stops regeneration for a few seconds)
- Weapons: Weapons now have different damage to hull and shield. Mostly, energy weapons is more effective against shields, while kinetic weapons against hull. New values displayed when you hover cursor over its icon in build menu.
- Weapons: Combat lasers now fires with pauses between shoots. It looks better and more tactical for small laser weapons. Mining laser still capable to emit continuous ray. Later, large combat lasers also will be capable to emit continuous ray.
- Warp drive: Added small warp drive which is more affordable but does not have interstellar capabilities.
- Warp drive: Reworked and improved usability of warp drives. Now it have better interface, can shift its center of warp field and have instant power consumption. Overall now it should be much easier and more intuitive to use.
- Redesigned galaxy map, now it looks better and no longer cause FPS drop due better optimization
- Significantly redesigned tech tree. Now its unlocking should be more interesting and should provide new interesting capabilities with each research
- Now each station has a proper name instead of boring number
- Move tool now have hotkey (C button) very useful for quick construction
- System map now have "space background" instead of just a boring solid color
- Default QE control is inverted (now it is logically correct). It could be hard to get to it if you already familiar with inverted control, so you may just change it back in game settings if you wish.
- World: Improved method of placement of NPC stations in aero mode, now it located on proper distance between each other
- World: Asteroids now 50% larger (earlier it was too small and not epic enough)
- World: Depleted asteroids now splits into chunks only once (instead of 2 times as before) because earlier it was too tedious to gather 4 last chunks, especially in orbital game mode
- World: Starting location now can be located only around planets (not moons)
- World: Width of asteroid belt now 2 times larger, which makes space less empty
- Crafting: Asteroids no longer contains decimal amount of resources, as result, amount of crafting items in your inventory now will be mostly integer which makes it more comfortable to use
- Crafting: Now mined ore firstly will be loaded to containers where such ore already stored (to stack items), after that to containers for ore, after that to other containers. Now mining more convenient.
- Crafting: Ammo and Rocket fabricator modules removed from the game, now ammo can be produced in regular production modules. It didn't add too much interesting to the game and were just confusing. Standard production module performs its task very well.
- Weapon: Light cannons now have 1 second delay between burst fire (overall, burst fire weapons looks better than "constant damage flow" weapons and combat seem more tactical)
- Weapon: Energy projectiles no longer can ricochet which seems logical
- Weapon: New visual effects for small rockets, now it has proper engine, smoke effect and explosion size
- Weapon: Small rocket launcher now fire rockets from left and right barrels alternately, looks very nice
- New info when radar selected: Radius
- AI: Enemy ships no longer physically transparent, now you can ram into them! Or vice versa
- AI: Enemy now will start to attack you if you attacked them from outside of its detection range
- Usability: Radar markers now visible at closer range
- Usability: Asteroids now marked with colors on radar, now it is much easier to detect an asteroid with required ore, hovering a cursor on each asteroid no longer required!
- Usability: Radar range circle no longer hided at low camera angle, only at low zoom level
- Usability: Now "Hide GUI" button also will hide gravity and atmosphere circle around planet, better for nice screenshots
- Usability: Cargo movement slider no longer have decimal values (it was useless and just not convenient), a bit more comfortable now
- Usability: Now you can hover cursor on system map and see which specific resources you can find in this system
- Usability: Missing parts for module now can be auto ordered by right or middle mouse button (Ctrl and Alt no longer required)
- Usability: Camera movement on RMB no longer stops placement of weapon
- Camera: Now default camera angle not 90 degree but a bit inclined (70 degree) which looks better
- Added buttons which allows to reduce maximum thrust of all engines on the ship which is useful during docking or similar maneuvers which requires high accuracy
- Improved velocity indicator on ship control panel, now it has dynamic velocity bar
- Improved audio effect for combat lasers, now should seems more like a real weapon
- Radar markers no longer displayed for rockets (it looks better during combat)
- Enemies more durable, earlier it was too weak
- Black hole disk now looks a bit better (but have incorrect distortion, know issue, will be fixed later)
- Rebalanced hit points for mining lasers, engineering modules, engines
- Improved readability of on hover tooltips, it no longer transparent and have outline effect
- Added description for Food and Foodstuffs to make it clear that only a first one suitable for crew members
- Updated localization. Added Turkish, Catalan and Hungarian languages. Thanks for community!
- Fixed a bug when respawned asteroids had much more radius than it should
- Fixed a critical bug which broke the game after several usage of move tool
- It is no longer possible to move asteroids and debris using move tool
- Fixed impossibility to move modules from one ship to another using move tool
- Fixed incorrect behavior of physics after you moved entire ship using move tool
- Movement of turret-based weapons using move tool no longer allowed (it is not required; you should move its turret module instead)
- Ships which have only one module now have proper moment of inertia (no longer so low, especially for large modules)
- Fixed issue with incorrect amount if mined ore in case if you have several cargo containers and one of them already almost full
- It no longer possible to insert negative multipliers for planet mass and space density which allowed to brake laws of physics and crash the game
- Changing of air density multiplier no longer changes collision damage multiplier as well
- Now researches require 100 science data instead of 101 (or similar)
- Fixed internal error if you your command module lost during weapon placement
- Fixed internal error if hover cursor over heavy cannon
- F11 "Hide GUI" button no longer shows main menu after reactivation
- Weapons no longer instantly built on turrets and should be finished as other modules
- Star in starting system will be always radiate constant energy
- Fixed solar panel, now produce much more energy
- Laser turn off, when storage full
- Explosion effect now have correct velocity in aero mode
- Now in asteroid field showing correct model
- Rockets now have correct damage against shields
- Small rockets no longer change its direction during flight
- "List of required resources" of production module now showed for correct ship
- Shift+1 hotkey no longer will be activated if "1" pressed without Shift, or vice versa
- Fixed incorrect preview of solar panels
[ 2019-07-04 14:04:29 CET ] [ Original post ]
Hello!
We planned to release an update at May 19, but after we tested a current result, we are not too happy with its quality.
In previous post we promised that in the next big update the quality of the game will be put on brand new level, and this is true, however at the current state there is still some significant game-design issues and bugs which may ruin an experience from gameplay.
So we need more time to be sure that the new update will be enjoyable. Not sure when it will be ready, maybe a week or a bit more, overall classic "When it will be ready", but we don't want to specify another date which we are not sure about.
Also note that we already updated the price to 20$ as said in previous post. This is because we changed a price 1 day before planned update (price changed not instantly) but on the next day decided to delay an update. So at this moment price already increased but update not released yet.
But if someone will buy the game now and will think that current version of the game is not worth 20$, he may just wait a bit for the next update, so it should not be a big issue. Otherwise, we are sorry for inconvenience. Anyway we guarantee that nearest updates will provide a high level of quality according to price of the game.
For now, you may take a look on one from the new NPC space station which will be available in the next update! (image above)
Thanks for your patience!
[ 2019-05-20 20:25:30 CET ] [ Original post ]
In the comments to our previous post, other posts, reviews, Discord chat and personal messages, many people suggested us to reconsider and increase a price for the game, and actually they are absolutely right.
We are carefully analysed a prices for many various games in Steam store and turned out that 11$ is too low price for the game like Celestial Command.
So we would like to inform you in advance that when the next big update will be released (it will be released approximately after a week), we are going to change the price to 20$.
The next update will be great so it should worth it! Hope you are agree with our decision : )
Also, on the image above you may see a window which will appears before the game start, where you may setup your character. We added some amount of portraits for command officers which should make a space ships more alive.
[ 2019-05-12 20:08:52 CET ] [ Original post ]
(not a final version of crew interface)
As you probably noticed, crew system in the current version of the game is very raw and useless. Earlier we thought to implement a new crew system not in the next update (0.89), but in the update after (0.9), however, since we plan to make the next version very polished and enjoyable (we talked about that in previous post) - it would be good if we will implement a new crew system already in the next update, otherwise, current crew system could be very confusing for a new players.
So here is a few facts about upcoming crew system
- There will be two types of crew members, "regular crew" with no personality and "command officers", which have names, ranks, experience and skills.
- Most functional modules will require a specific number of regular crew member who should operate this module. Insufficient amount of crew members will reduce efficiency of modules.
- You may manually rearrange crew members between modules.
- There will be several types of regular crew members (engineers, scientists, gunners, soldiers). Each module have specific requirements for specific class of crew members.
- Crew living quarters, launchers of escape pods and medical bays will increase morale of a crew which affect efficiency of modules.
- Ships may have large amount of regular crew members (more than 100 on board) and just a few command officers.
- Life support module and supply of oxygen will be important for crew survival.
- Destroying of operated module or living quarters will not kill a crew members inside (they will escape to another section of ships). But destroying of command module will initiate a launch of escape pods, it amount of escape pods is not enough, the rest of the crew will be destroyed (yes, not too realistically, but good enough for gameplay)
[ 2019-04-28 14:18:34 CET ] [ Original post ]
Hello!
Usually we are trying to release updates as often us possible, following by logic "As soon as we have a new feature - we should release it", but for the next update we want to use a different approach.
In the comments to our previous post, people suggested us to focus on the big update, instead of a sequence of smaller updates which are not so noticeable - and that is a great idea!
This will be very good for popularity of the game, and more important, for quality of gameplay.
Some people also thought that since the game already 4 years in development and still not very popular - it will not be popular any time soon.
This seems logical, but actually this is not true.
Currently we are working on the various game design tasks and made a conclusion that the game already have large amount of interesting and complex features, however most features just not accessible due wrong game-design solutions, wrong balance of various values or low usability of interface.
So, we are going to solve most of these issues in the next, big update, which should put quality of the game on completely new level.
Overall, the development focused on 3 main directions:
- Construction
- Combat
- Trading
Construction
Building of space ships and stations it is the most important feature of the game, it is very fun to create various ships in sandbox mode, however, surprisingly we realized that creation of ships in non-sandbox game mode is completely not fun. Usability is so much worse due various reasons and we are not happy with how it works in survival game mode, so it should be solved. In sandbox mode your creativity is not restricted and this is great, but in survival mode, the game just does not allows to do any mistakes. Everything is too slow, too expensive and seems like the only way to build something in survival mode is to design a ship in sandbox, make a screenshot and use a screenshot as a plan to build that ship in survival mode. But this is not a way of gameplay which we want. You should be able to unleash you creativity even in non-sandbox game mode. In order to do that, we will make just a couple of simple, but very important things: 1. Move tool will be much more accessible. It can be used not only within area of shipyard, but also in large circle around it, so it will allow to construct not only a ship inside shipyard, but also a space station itself. Also modules for construction can be placed in much larger radius than radius of engineering module. Large yellow circle shows a radius where you can easily place or remove modules (but modules still should be finished with engineering module which have smaller radius.
And here large yellow circle shows a radius where you can use "move tool" to quickly design or redesign your ships and space station (like on GIF animation above).
2. Most modules will be much more cheaper, especially structural and decoration modules. It is not normal that you are forced to mine huge amount of resources just to build a few decoration elements around your space ship or station. Recipes for crafting should create an interest, it should not restrict a creativity. This seems simple, but turned out it makes construction so much better and more fun. New scaffold frames around unbuilt modules
Combat
Fighting against other space ships it is the second, very important feature of the game. The problem is - it is basically non existed in sandbox game mode. Technically the game is capable to provide an amazing space battles between huge ships, but it is almost impossible to encounter during non-sandbox gameplay. And this is another critical flaw of the game which should be fixed in the next update. Encounters with enemy ships will be much more often and ships will be much more balanced, as well as access to weapons, ammunition and tools for more convenient repairs between combat encounters. These changes also will have a dramatically impact of overall quality of the game.
Trading
Trading between space stations it is an interesting way to earn more credits, but we received a lot of feedback from community about trading and how inconvenient it is - and this is completely true, currently it is a way too overcomplicated, both in terms of functionality and user interface. So, in the next update the trading will be completely redesigned. A functionality of trading now should be much more obvious and easier to use. Also we implemented a special type of commodities which is suitable specially for trading between space stations. Previous version of trading window (so unintuitive)
And this is how new trading window will look (not a final version but close to it)
Besides that, a lot of smaller improvements also will be implemented, each improvements separately seems non significant, but in complex it makes the game so much better. The result should be amazing! When it will be released? We are not sure yet. We planning to release the next update within this month, but we want to make it very polished so maybe it will take a bit more time. Anyway, we will keep you informed about development progress. Also we want to say thanks for everyone who support us on Patreon! You provided a huge help for us in this month, which helps us to develop this big update. Thanks! ; )
[ 2019-04-14 15:02:36 CET ] [ Original post ]
Hello!
Approximately a year ago, for some reason our sales of Celestial Command were reduced in several times, as a result, at this moment it is barely enough to cover our monthly expenses for food and bills.
Of course, we are very, very happy that we have a possibility of full time develop the game we love, and receive enough money for basic needs, however, we almost do not have any financial reserves.
It means that at this moment, even a small, insignificant issue may ruin an entire development of Celestial Command which was built for more than 4 years and correctly closer to finished game closer than ever before.
For example, If one of our computers will require a repair, or if fridge in the kitchen will require a repair, or if someone will need a meeting with a dentist, or any similar insignificant situation which will require a bit of additional expenses - we will be out of money, and we will not be able to develop Celestial Command anymore.
You are probably noticing that our updates are frequent, and we are adding a lot with each update by adding more and more features and moving to the goal of finished, polished and super enjoyable game. We are answering on all questions for the community, working during holidays or more than 10 hours per day, and we want to continue to do that without distractions of things like lack of money on basic needs.
We need relatively very little amount of money. Only 1500$ per month if enough for basic needs of our entire team (there are 3 people in our team). This is very little in comparison to average costs of products and salaries in the game development industry, which usually cost a lot more. 1500$ per month it is a tiny amount of money for average game-dev company, but it is very large and important for us.
It would be super disappointing if more than 4 years of development of unique space simulator will be ruined due lack of such a little amount of money.
But you have a possibility to help us with that!
At this moment we sold 25000 copies. If only 2% owners of Celestial Command (500 people) will donate just a 3$ per month (one cup of coffee and hot dog) - it will completely cover a basic needs of our team and we will be able to develop the game even if it will have zero sales.
3$ per month it is almost nothing for most owners of the game, but it will keep development safe. Even the lower amount of money will provide us a huge help, because with the combination of our regular sales it should be enough for basic need too.
If you wish to help us, you can do it on our Patreon page
What is Patreon?
It is popular service where you can provide financial help for creators of various things on per month basis. Just select how much you wish to donate and the money will be automatically transferred to us each month. It is completely safe, secure and you may abort monthly donations any time. Also you will receive some cute gifts. Please read more on our Patreon page: https://www.patreon.com/celestialcommand Thanks you! We hope on your help! Also there is an update version 0.8831 with some critical bug fixes and nice improvements.
CHANGE LOG
Improvements
- Now you may repaint your ship faster by holding left mouse button, also color picking now simpler, just right mouse click instead of Ctrl+LeftClick. Also tips during paint mode now displayed not near a cursor (that was inconvenient)
- Ally NPC now much more tolerant to the friendly fire and no longer turned into enemy right after a small damage on them
- Speed of research module change from 0.2 to 0.25, power consumption from 300 to 50, so research at the beginning of the game now can be performed with reasonable speed.
- Added alternative model for command module (for supporters on Patreon)
- Added ability to summon pet drone (for supporters on Patreon)
- Fixed an issue when a game can't be loaded due index overflow (happened if game world exist for long period of time)
- Fixed an issue when asteroid location had more warp gates than it should
- Large shipyard modules now works properly
- Science reward for missions no longer reset to 0 after save load
- Move tool can be used on NPC stations again
- Server list no longer appears after you saved a game
- Main menu blog timeline no longer appears after you exit from options window which was opened during a game
- Message "This faction now hostile to you" no longer spammed
- Fixed internal error when double click on any module
- Fixed a double amount of shards when asteroid mined with two mining lasers at the same time
[ 2019-03-12 14:41:48 CET ] [ Original post ]
Hello!
In the previous update we talked about new game design goal where we should focus on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself" aspect instead of "Complete missions, earn credits and buy new stuff on the market".
So we are continuing to work in that direction.
After we careful tested a crafting gameplay, it turned out extrimely complex, so we implemented a large number of improvements which should make production aspect is much more enjoyable.
Added new, smaller version shipyard, which is not so expensive and affordable to construct at the beginning phase of the game.
You may combine several shipyard modules to make working area larger. It will automatically define a working area and will apply nice spotlight visual effects.
Also we added new type of engineering module which works in combination with shipyard modules. Once it attached to shipyard, it will be able to perform engineering operation within working area of shipyard.
Such shipyard will act as a player base which is affordable and could be built within the first 1-2 hours of gameplay.
Also it have new animation which suits an concept of space shipyard! (see GIF animation on the top)
This should be important improvement for usability of ship construction. Earlier it was very inconvenient to build something because range of starting engineering module is very tiny and even if you will build T2 engineering module, it's range still not large enough, so it was necessary to build several T2 engineering modules, which is much harder due high resource cost. Also it seems illogical because you may think "Hey, I don't need a faster construction, I just want a larger construction area for my improvised shipyard!".
The new approach should fully solve this issue! Now you can build only one engineering module, which is cheap and affordable, and if you need bigger working area for your bigger ship, you may just extend a length of the shipyard scaffolds. Should be much easier to use now! Tell us what you think about it.
Another serious issue of the previous version was "Which parts I need to build for that module? How much ore I need mine for it? All of these recipes and production buttons seems too confusing!"
So we implemented a few things which should solve this issue.
Recipe of module now have icons and much more readable.
Also you may see which resources you already have and now it is clearly visible which parts is missing and should be built.
Another important feature, now you can right click on module icon to automatically order a construction of missing parts in production module on your ship!
Moreover, production window also have similar list of required resources and shows missing elements.
And ore refinery too!
As result, now it should be much more obvious what you need to mine in order to construct desired module, like "I want to build a shipyard, but some parts missing, but I may produce it if I will have some steel and copper and this list in ore refinery window it is an ores I need so lets mine it!"
We are very happy with this solution. We were a bit upset when turned out that craft is too complex and started to thought "Maybe it should be more casual? Just a few resources and modules right from raw ore, like before? It would be not good, we like a complex craft with many resources".
But we came up to this solution and seems like it should solve an issue! It should make crafting easier to use but still keep it deep and complex.
Also we have implemented a new selection effect, which has turned out to be very important due to implementation of larger modules such as new shipyard. It looks much nicer than before.
And also a couple of new fuel tanks!
In the next updates we are going to continue improve such base building gameplay. We will improve balance, usability, implement initial "mini tutorial" which will direct you and explain how to construct your first space base.
Also we will make NPC stations more rare, but significant (now they are everywhere) and also we plan to bring a great improvement in combat aspect soon, in order to make it fun and enjoyable, like it should be in good crafting survival game, but it will be explained in details in further posts.
Thanks!
CHANGE LOG
Large Improvements
- Shipyard modules are now functional, it can be assembled to define a shipyard area, after that new special engineering modules can be attached to build ships on the shipyard
- Added possibility to quickly add required or missing parts for module to queue list of production module
- Added smaller shipyard modules
- Added two new fuel tanks
- Redesigned info window which shows you amount of required parts for module construction
- Now you can use "Move tool" using own shipyard
- Various module recipe rebalanced so player own space station \ shipyard now much more accessible at the beginning phase of the game (which is important because we are want to implement base building \ crafting gameplay)
- Implemented new method of visualization of selected \ hovered module, now it is displayed with outline effect, which is better than previous "frame effect", especially for large modules such as warp drive and shipyard
- Now you can add or remove amount of items in queue of production module by left or right click
- Large modules such as shipyard modules now can be placed in larger radius around your ship (previously it was hard to do because radius of small engineering bay is too small for it)
- Updated icons of modules
- Radar markers no longer displayed at close range where it is not required, as result it no longer creates visual garbage
- Rebalanced thrust of various engines. Now starting ship much more agile, like it supposed to be for starting ship
- Damage from collisions a bit reduced, earlier it was too high (but further rebalance is required and will be performed later)
- Sandbox window now can be closed by second click on its button
- Message "RMB - Show content" now displayed only after you hover cursor on the same container for 1 second, as result it no longer creates visual garbage when you are hovering cursor over your ship
- Yellow warning icons above modules now scaled depending on zoom level and no longer creates visual and allows to select modules under it
- Small engineering module now have a bit more correct animation when working on large modules such as shipyard
- Collision audio effect now a bit more soft and pleasant to hear
- Added two additional hydrogen tanks for starting ship
- Fixed: "Science data required" still shows when research device turned off
- Audio volume of NPC engines no longer so loud
- Some refined metals no longer can be placed in containers for raw ore
- Fixed issue when blue selection frame of modules didn't disappear when you selected another module with move tool
[ 2019-02-25 17:59:09 CET ] [ Original post ]
Hello!
Ship building and production it is the most important aspect of the game, however we realized that production is so complex, unbalanced and inconvenient to use so basically no one use it in the game.
So we decided to focus on this aspect and greatly improve it!
We added a lot of various significant improvements which should make the game much more enjoyable.
Overall, the main idea that game design based on "Complete missions, earn credits and buy new stuff on the market" is much less interesting than game design based on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself".
So from this update we are going to move the game toward the second variant of game design.
Of course, NPC, trading and missions will not be removed from the game, but importance of these aspects will be reduced in comparison to crafting and base building aspects, especially during initial phase of the game.
Simply put, initial phase of the game should be more like "co-op crafting survival game" and more late games may have some elements of "economical simulator game", but not vise versa (like in previous version of the game)
And we think it is a great plan which should make the game much more enjoyable than before.
And this have a sense, because gameplay like "do missions and buy stuff for credits" is very standard gameplay for many space games, but co-op realistic crafting and survival gameplay in space is much more rare, so this is exactly an aspect which should have a maximum attention in the gameplay.
New tool for orbital navigation
Highly requested tool for better orbital navigation is here! Navigation in space no longer random. Orbital navigation is much more enjoyable now!
https://youtu.be/o0uO7uPx900
New mining
Now it should be much more enjoyable. Unrealistic and inconvenient sectors of asteroids was removed, So it no longer necessary to fly around an asteroid to mine it completely. New user interface show you what exactly you mining, when it will be done and where gathered materials unloaded
New salvaging
Now engineering modules is capable to automatically salvage debris in range. Salvaging now is much more comfortable and enjoyable to use!
New inventory UI, icons and production capable starting ship
Solved a nasty issue with inventory windows which overlaps entire screen and requires to rearrange windows manually. Now inventories is much easier to manage. And new starting ship is capable to performs construction operations right from the start of the game. Also now it have proper engines, because flying around using maneuvering engines was weird.
This is initial update which started to move the game toward the new game design. In the nearest updates we will add even more improvements related to this aspect. We have a great plan about how to make the game is much more playable and enjoyable very soon! Also, check a full change log for more information. Thanks! And also, the game is 20% off during Lunar New Year Sale!
https://store.steampowered.com/app/330460/Celestial_Command/
CHANGE LOG
Large Improvements
- Added a special tool which helps to direct your ship on correct trajectory in order to approach to a certain object in orbital mechanics mode!
- Implemented a new method of salvaging. Now salvaging of debris performed not with "cargo gate module", but with "engineering module". Robotic arm now able to extract parts from debris, manually on your command or automatically within its radius. This process also requires an energy. Cargo gate no longer functional and just a decoration element.
- Significant improvements in mining system. Due various new effects, usability improvements and rebalanced, now a process of mining should be much more interesting and enjoyable than before!
- Added salvaging module which allows to recycle broken parts and extract usable materials
- Added small refinery, production and fuel generator modules
- Starting ship redesigned, now it have engineering, production and refinery module which allows you to salvage debris, repair and construct new modules right from the start
- Solar panels now rotating to a star automatically (necessity to rotate it manually didn't added any interesting aspects to gameplay and was just tedious)
- Now when you hover cursor over a module in build menu you may see amount of modules which can be built using available parts on the ship or a list of missing parts
- Various changes in recipes and resource distribution in asteroids now allows you to build your space station much earlier than before (earlier it was so complex so almost impossible)
- Added missing icons for ores and refined ores
- Redesigned inventory windows. Solved an issue with inconvenient rendering of large inventory windows for ships with multiple containers
- Added "Show trajectory for active ship" button which makes visualization of trajectory much more convenient. Trajectory now correctly displayed when you switch control between ships or if active ship received damage and lost some modules
- In module control panel, texts "true" and "false" replaced with localized "Yes" and "No"
- Added special icon to distinguish normal construction items (such as steel plates) from its damaged version
- Date in blog time line window in main menu displayed in 09.01.2018 format instead of 9.1.2018
- Reduced size of visual effect of large chemical engine, so now it looks more suitable to the size of the engine
- Ammo production moved to basic production module
- Reduced max thrust of reactive engines (1400->1000 and 3500->2000)
- Added description to ore refinery, production module, research module, scanning module and orbital scanner
- Optimized rendering of trajectories
- Added audio effect for production modules
- Scanning module will give a message if there Is no useful data in scanned object
- Build menu of production modules a bit redesigned
- Locked modules in build menu now completely invisible (instead of just locked with the lock icon)
- Default amount of asteroids increased from 100 to 300
- Space stations no longer physically transparent
- Parameters of turrets now properly save loaded
- Production modules no longer functional until fully built
- Build list of production modules now properly save loaded
- Fire debris mode of turrets now works again
- Amount of energy in power storage now displayed correctly in case of low values
- "Show orbital parameters" button no longer displayed in aerodynamic mode
- Removed incorrect "Star server" description of "Display options" button
- Preview of module now have more accurate position relative to cursor
- Added localization support for scanning module and orbital scanner
[ 2019-02-04 19:38:28 CET ] [ Original post ]
Hello!
Here is a redesigned and improved window of saved ships, which now looks much better, have better usability and much easier to use.
Previous version
New version
Compact mode
Another interesting feature, when you save a ship, preview image will be created from the same point of view and with transparent background, as result, such images looks very nice, especially if shared somewhere with dark background, such as here, on Steam, or in Discord chat.
Also, turned out that some ships, especially a large carriers with several docked ships, especially inside enclosed space, may cause an explosion after this ship will be loaded from save file. Of course, this is a serious issue, and it it fixed in this update.
So now a ships like this could be loaded without any issues! Important fixes for future capital ships.
CHANGE LOG
Improvements
- Camera: Improved "Reset pan" button. Camera no longer zoomed close to the ship (it turned out not too comfortable), and rotation now have smooth effect
- UI: Prices in trading window now displayed with convenient spaces
- Tech Tree: Small redesign of tech tree
- Tech Tree: All modules of the starting ship now available for construction right from the start and no longer requires research
- Optimization: Ships save loading now a bit faster
- Ship Save Loader: Redesigned window of saved ship. More convenient design and usability
- Ship Save Loader: Saving a ship no longer freezes a game for 1-2 seconds
- Ship Save Loader: Added option to reduce size of ship icons in the saved ships window
- Ship Save Loader: Now images of saved ships adjusted automatically and always have the same camera angle and position, also images have transparent background. Various UI elements and planets no longer visible on ship images, as result it creates very nice looking data base of ships. Source images of ships also looks very nice on websites or Discord chat which have dark background
- Ship Save Loader: Now it is not necessary to select a ship if you want to save it. If nothing is selected, the currently active ship will be saved
- Ship Save Loader: Now you can quickly spawn multiple ships using Shift+Click
- Ship Save Loader: Now you can save ships in non-sandbox mode (loading is not available yet, but will be added later)
- Ship Save Loader: Now you can rotate camera while placing a ship. Place mode will not be disabled
- Ship Save Loader: Added delete confirmation window, so now there is less chance that you will accidentally delete a ship file
- Fixed serious bug with incorrect loading of docking ports which sometimes may cause an explosion on loading, especially for a large carriers with several docked ships
- Fixed serious bug with incorrect loading of links between modules which caused to incorrect link between ships which was located close to each other while save file was created, which sometimes caused an explosion on large carrier ships
- Asteroids now properly respawned
- Center of Mass and Center of Thrust icons now properly rendered
- State of nuclear reactor now properly save loaded
- Solved a situation when the game was saved while NPC ship was inside another ship, and after loading it caused an explosion
[ 2019-01-09 02:33:01 CET ] [ Original post ]
Another update with important fixes and improvements
CHANGE LOG
Improvements
- Trading station no longer could be out of fuel \ food \ ammo, now it will replenish its stock of these basic resources when the stock will be almost empty, so you are always will have a place where you can buy fuel, food and basic ammo for your ships
- Turret in manual mode no longer firing when cursor located on UI element
- Large numeric values, such as prices, now displayed in more readable format, for example 12 483 750 CR instead of 12483750 CR
- Increased time for mission to 20-30 minutes (earlier it was too hard to complete mission in time)
- Tutorial: Changed required condition at "Solar panels" stage, now it needed just to direct solar panel to the star and start generate energy. It solves in issue if consumption higher than production and completion of this stage could be not possible
- Tutorial: Added information about possibility to change speed of time
- Fixed an impossibility to drag and drop modules near shipyard
- Repair on shipyard now works again. Now it restores not only HP of module, but also a broken \ missing parts inside this module. Also, selection of module no longer changed when you are repairing something by mouse click
- Now if you will manually disable a radar, detection range of command module will be reduced accordingly
- Current amount of goods on the station now correctly displayed after you bought \ sold something
- Fixed incorrect behavior of engines of your starting ship during first second after it was spawned
- Turrets and NPC ships no longer trying to attack and damage a space stations which are invulnerable
- HP of asteroids now properly save \ loaded (early it always had 45 000 HP after loading)
[ 2018-12-29 20:07:59 CET ] [ Original post ]
Another update with fixes and improvements for the previously released version 0.88
CHANGE LOG
Improvements
- Now modules which fall off from the NPC ships (due combat, for example), will have proper collisions with your ships as standard (non transparent) modules
- Ship hotkeys now works properly on ships which have rotor or piston
- Fixed internal error when you are loading a ship with warp drive which previously had a target
- Remained science data in planets now properly save \ load
- Warp drive works again
- Engines now works correctly at x2 \ x4 \ x8 speed
- Fixed 1 second delay before engines of a new ship will be ready to use
- Fixed wrong symbol of silver, now it Ag, not Ar
- Fixed an impossibility to buy resource in a container which already contains the same resource
[ 2018-12-26 19:07:18 CET ] [ Original post ]
In the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that.
Thanks everyone for quick bug reports!
CHANGE LOG
Improvements
- NPC ships spawned from sandbox mode does not requires an ammo for its weapons, which allows them to use weapon in case if it is an old ship file which does not have ammo in containers
- NPC ships spawned from sandbox mode now will properly engage enemies which can be found around
- Pirate invasion in starting system is disabled until guards will be implemented, otherwise their attacking right in the beginning of the game is unfair
- Quests works again
- Fixed error "Out of range of shipyard" when you are trying to repair or sell a module on a shipyard
- NPC no longer circling around the same point (usually around station) for no reason
- NPC ships no longer crashing in your ships
[ 2018-12-24 19:21:22 CET ] [ Original post ]
Hello! We are glad to introduce a big and super important update!
The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.
Now, when you will travel to another sectors, you will encounter an hostile ships and stations which can be captured.
This may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.
But the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!
Boost of performance is especially noticeable during combat.
Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.
But turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars.
So now you may observe a battle of massive fleets without any performance issues!
Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!
By the way, new implementation of radars turned out not only more effective, but also it opens a possibilities for new features, for example, we plan to do the next: Each ship will have different radar detection range depending on its size \ emission. Now it is possible to implement and it could be quite an interesting feature. For exmaple, low detection stealth ship will be possible.
Also, we plan to check line of sight to some objects, so it will be possible to hide from radars behind planets and large asteroids.
Note, that it is just a first version of world populated with AI ships. Its logic and behavior is pretty basic, however, we are going to add more interesting features in the nearest update. Cargo ships will move goods between stations, guardians will protects them from pirates and allied fleets will try to engage on enemy sectors.
Also note that AI is not available yet in orbital mode, because implementation of AI was extremely complex task and it is not fully done even in aerodynamic mode, but when it will be properly improved and tested, we will add it to the orbital mode too.
Overall, we made a lot of improvements which are greatly improves many various aspects of the game, please refer to the full change log for more information.
And also, Celestial Command is 25% off during winter sale!
Happy holidays!
CHANGE LOG
Large improvements
- NPC! Game world now filled with life!
- Now other system populated with the hostile factions and its station. You may invade their sectors and capture a stations
- Super huge optimization of everything! A lot of code was rewritten. Now everything should be much better performance, both in terms of CPU and GPU! Performance no longer dropped to 2 frames per second during combat of several battleships! Completely rewritten radar and turret systems
- Changed a way how radars works. Now it acts as "upgrade" module for radar of command module. When additional radar placed anywhere on the ship, it will extend radius of radar of command module. Only 1 additional radar can be active on the ship.
- Turrets now works in cooperation with radar. It will search targets from the list of targets visible by radar. If radius of radar will be reduced, turrets will be able to track targets within this new radius, even if weapon range is much larger.
- AI now capable to fly on ship which have only 2 main engines
- AI now much better in ship rotation
- AI now will react on your attack and will fight back
- AI will try to retreat from combat in critical situations
- NPC Shipyard station new really looks like a shipyard
- Station's modules now available for construction!
- All warp gates now located on the edge of the region and directed toward the region where it leads
- Camera now smoothly follows movement of your active ship, as result it create better feelings of its velocity
- Added PvP mode option, if enabled, your ships will consider ships of other players as an enemy faction
- Added audio effect on ship collisions
- Added audio effect on energy shield impact
- Added new module: Small radar RLM-1
- Cannons no longer limited by "burst fire" functionality, since it have not too much sense for large ship's cannons. Now cannon may keep their rate of fire without interruptions
- Cannons no longer have 100% accuracy, direction of projectile now will have a random deviation, so now, distance of combat is important, cannons is more accurate at close range and fire-fight at large ranges now much more dynamic
- Added Christmas lights for NPC space stations. It is added only to allied stations, but enemy stations will have it too after it will be captured. Spread the celebration across the galaxy!
- Added detailed description for game modes which explains benefits and features of each game mode
- Redesigned HP bars, now they are located closer to the module and scaled down at high zoom level, as result, it looks much more better and much less annoying during combat
- Rebalanced speed and damage of rockets so it no longer so overpowered
- Turrets in manual mode no longer will fire if not directed at the position of cursor
- Added "projectile velocity" info when cannon selected
- Improved design of turret range \ angle visualizer
- New impact audio effect for light kinetic projectiles
- Map now can be dragged by any mouse button
- Added option to hide list of stations on the map
- Now when you open a system map, camera will be located at the center of system
- Switching between main view, system map and galaxy map now much more comfortable since camera located in better positions by default
- Research window now can be dragged by any mouse button
- When the game started, on the galaxy map will be revealed neighbor systems near a starting system with warp gates (not just systems within specific range)
- Fixed various bugs related to broken warp gates and impossibility to save the game after warp gate was broken
- A lot of things no longer cause intense FPS drop! Especially during combat, the game should be much more smoother
- AI now will properly avoid collision with a warp gates
- Info about lasers now translated
- Outdated fuel generator removed from tech tree
- All weapons now can be properly selected after placed on turret
- Ships now properly save \ loaded if it had rotor \ piston which was destroyed recently
- Fixed "infinite rate of fire" value for heavy cannon
[ 2018-12-23 14:53:36 CET ] [ Original post ]
Hello!
In the previous update we added a tech tree and possibility to scan debris, but this is not enough for science! In this update we are added another way to obtain a science data!
Now you can scan planets and other celestial bodies using special, new module, orbital scanner.
In order to scan, it should be close to the planet and directed on it.
In orbital mechanics mode, "keep your ship always directed to a planet" - it is quite an interesting task.
In order to do that, you should calculate a proper angular velocity. It is quite simple and depends of orbital period (duration of one rotation on a orbit). For example, if orbital period = 120 seconds, it means that your ship should make one full turn (360 degrees) during these 120 seconds. 360 / 120 = 3 deg\s.
So all what you need is to keep your angular velocity at 3 deg\s and your ship will be always directed to the planet!
Later we will add a special tool (unlockable via research tree) which will automatically direct your scanning ship on the planet, but at this moment, you may use a way described above.
Also we want to remind that the game still have 20% discount!
Thanks!
In the next update we are going to add something even more significant.
CHANGE LOG
Improvements
- Added possibility to obtain science data by scanning moons \ planets \ stars \ black holes
- Added new module: Orbital scanner
- Added more powerful version of mining laser
- Starting ship now have a grabber, so you can perform delivery missions using normal way
- Changed names of many modules (so now it have more Sci-Fi classification)
- Renamed "Allow usage" to "Allow consume fuel" for fuel tanks
- Capacity of Cargo container 2 changed from 120 to 280 (so it no longer useless), same for long fuel tank
- Long names of the modules now properly displayed in build menu
- Fixed incorrect description of some modules
- Fixed incorrect empty lines and spaces in some descriptions
- "Advanced mining" research no longer useless
[ 2018-11-27 05:34:20 CET ] [ Original post ]
Hello!
Today we are gladly to introduce a new update with the new, very important aspect of the game - science and tech tree!
Previously, the modules was unlocked via linear "reputation system", which was pretty boring. You had no a possibility to select what to unlock next and you even didn't saw what will be unlocked next.
But now you can see entire tree of technologies and you are free to select a direction of progression!
Technologies should be unlocked using special research module which requires "science data", which could be obtained using various ways.
Currently there is two ways to get science data:
- You will receive it from missions
- We added a special scanning module which may scan debris with some chance to get science data
Later we will add more applications of scanning module. It could be used for scanning of asteroids, anomalies, planets, stars, black holes, etc.
This science concept with combination of large Galaxy, opens a huge possibilities for explorations in the further updates!
By the way, Celestial Command is 20% off during Steam Autumn Sale!
-------
Also, today we have another special event. The game was firstly released in Steam on 21 November 2014, so today our project 4 years in Steam!
We are very grateful that you are with us. Thanks to your support, we have a possibility to develop the game better and better!
Many others indies games usually became abandoned after such period of time, or development is not so active as before, so we are really glad that due your supporting we may continue working on the game at full power and we are going to develop a complete, interesting and high quality space game! Thanks you!
Of course we thought that the game will be fully released earlier, but we are 3 developers and it is our first project so we really glad to see how many work has been done and you are happy with what we are managed to achieve!
During this year we did a lot of things, but some of them especially large and important:
1. Galaxy and reliable orbital mechanics! One year ago, game had only single, locked star system. But now game extended to the huge galaxy which opens a very important possibilities for exploration and "feel of space"
2. Improved space graphic, added new backgrounds, stars, various lighting. The space looks much better. It no longer so gray and boring as it was 1 year ago.
3. Working multiplayer! Due new implementation of UPnP and NAT Punch-through technologies, we finally solved an issue with inaccessible servers, so now almost every user is capable to host a server to play with friends. Also network synchronization is better than ever before, movement of ships now smooth and comfortable for connected users.
4. Fully redesigned inventory, trading and production systems
Also, you may check our previous anniversary posts
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3211492895079957897
https://steamcommunity.com/games/CelestialCommand/announcements/detail/710835733884410740
https://steamcommunity.com/games/CelestialCommand/announcements/detail/115201797087397375
Also, for those who would like to check out how the game looked 4 years ago. We added a possibility to launch the most first version of Celestial Command released in Steam.
In order to do that, open properties of Celestial Command, Beta tab and select "old version".
Thanks for your support! It is super important for us! : )
CHANGE LOG
Improvements
- Added a tech tree! Now modules should be unlocked in research module which requires science data which could be obtained by missions of by scanning of debris
- Added research module
- Added scanning module which could be used in order to scan debris and extract science data required for new researches
- Implemented auto cleaner for debris. When there is more than 500 debris in the game, the oldest debris will be despawned which prevent performance issues in a worlds which exist for a long time
- Significant optimizations of physics, especially in orbital mode. Now performance should be better in several times
- On damage HP bars no longer displayed for objects which have low maximum HP value, such as debris. It improves visual design
- Now you can assign custom hotkeys for modules using Ctrl Shift Alt buttons
- Fixed incorrect collision damage between piston \ rotor and its second part. Pistons and rotors no longer will explode for no reason!
- Rotation speed of module preview now the same at any game speed and not it is possible to rotate preview during pause
- Fuel level of nuclear reactor now correctly saved and loaded
- Game time label in the top-left corner now bigger and suitable for large values
- Cargo icon during drag and drop process no longer stuck if source inventory was destroyed
- Inventory transfer panel no longer cause error if one from related storages was destroyed
[ 2018-11-21 20:53:32 CET ] [ Original post ]
Hello!
In this update we made very important improvements related to how construction looks!
Some time ago we replaced engineering drones with the robotic manipulators, because this is much more physically realistic and also it could looks better in terms of visual design. However, first version of robotic manipulators looks not very good and we are not too satisfied with its design.
Also we wanted to implement a "classic sci-fi space shipyard" which actually do something. In some sci-fi games and movies you may encounter a big scaffolds with a space ship inside, but usually it is just a decoration, so we want to implement a shipyard with scaffolds which really do something inside using its robotic manipulators with complex animations and visual effects.
We had some kind of shipyard scaffold before, but we removed it because visual design was not very good.
And since construction of space ships it is very important aspect of the game, we decided to significantly improve this aspect!
We presenting you new and improved engineering modules, and modular shipyards!
Added 2 modules for shipyard and 1 new engineering module of bigger size
When these modules combined together, it turns into some huge and impressive constructions!
New engineering modules looks much better than before. Now it much more compact in standby mode and also you can properly paint it in any color
Engineering modules now have much better animation, not so tall during building and also there is a yellow progress bar on top of it
Small engineering modules for small constructions drones also looks much better. By the way, engineering module can't repair itself, so small drones could be useful for that
More drones for deep space engineering operations! Very useful in case if nearest shipyard is too far away
As you can see, now drones it is not just a fake animation, it is a real ships, with fuel tanks, engines, storages and hit points. This is exactly what we wanted to achieve when replaced old "fake" drones with robotic arms.
This could be especially interesting for multiplayer when people will take different roles.
Or in the future addition of capital ships, these drones can be stored inside a capital ship hangar.
Also you can customize a drones like you want and design different models of drones for different tasks.
Overall, we are very satisfied with how engineering modules, construction process, drones and shipyard looks now and we are happy that issue with construction is solved!
A bit later, we will redesign an NPC stations so they will have a new shipyard and its new game mechanics.
Hope you like the update!
Also the game 20% off during Halloween sale!
CHANGE LOG
Improvements
- Added Engineering Module Mk3 (2 times larger than Mk2)
- Added two decoration modules which is suitable for construction of shpiyard
- New model of engineering modules
- Added animation for engineering modules
- Added progress indicator on engineering module
- UI: Radius circle of engineering modules a bit redesigned
- UI: Inventory of container no longer will be displayed when you are trying to deconstruct it with the engineering module
- UI: Now the game will warn you if you are trying to create a world or save a file with invalid symbols \ / : * ? < > | "
- Now you can change color of engineering bay and grabber (the same as any other module)
- Now when you are going to build a module and your ship have more than 1 engineering module, placement will be allowed within a range of all engineering module (not only one of them)
- Fixed an error when you are trying to save a game or a ship with invalid symbols
- Now when you are going to save a game in file and your are pressing on existed save file - double click on this file will not load a game
[ 2018-10-30 17:12:20 CET ] [ Original post ]
Hello!
We decided to redesign how a warp gates works. Now it "teleports" an objects from point A to B instantly, however, activation of a gate now requires some time.
Also we added various visual and audio effects for warp gate and more information on UI about its current state.
What about warp drive - its functionality still the same, the ship really travels inside a warp sphere.
Why it is done? There is a several reasons:
1. In terms of realism, is looks strange that ship which located in a tunnel of warp gates should be located inside a small circle and should not touch a circle. It creates a questions, such as, what is center of circle? In case of warp drive, it is obvious, center of circle - it is a center of warp drive. But in case of warp gate it looks weird.
2. Another example of question about realism, what if two ships departed from two different gates in direction of each other? They will works well, but you may ask, if this is the same warp tunnel, why they are not collided with each other? This is also seems weird.
3. Warp drive will be more epic in relation to warp gates, so when you will achieve your first warp drive and will go to expedition, it will provide you more unique and interesting experience.
CHANGE LOG
Improvements
- Changed a way how warp gates works. Now it have instant teleportation, but not instant activation
- Now warp gate activation will cost you a credits
- Added a normal UI button to activate selected warp gate and also additional information about selected gate
- The second (arrival) warp gate now also have a delay timer after jump
- Added lights to warp gate which represents its current status (Ready \ Activation \ Recharging)
- Warp gate no longer applies ejection force after arrival. Instead of this, relative velocity of your ship will be the same
- If someone going to jump out of warp gate, you will see a special effect on its gate, also it will be temporary unavailable for jump and also the gate will push out all objects inside which may block an arrival
- UI: Now you can close inventory transfer window using Esc button
- UI: Now you load a game using double click
- Now warp gate leads to the correct warp gate in another system (no longer always at the same warp gate)
- Added a warning message in case of game error during warp flight or warp gate jump - it should help to fix an issue when sometimes it is not working as intended
- Now data about save file will be displayed correctly when loading window is opened (no longer needed to clicks on each file in order to display its data after 1 second application freeze)
- Fixed an error with incorrect spawning of static asteroids in asteroids location
- Fixed an incorrect rotation of "Center of Thrust" icon for some ships
- Ships no longer have incorrect initial velocity after exit warp drive flight in aerodynamic mode
- Warp gates now properly works in multiplayer
[ 2018-10-21 15:17:47 CET ] [ Original post ]
Hello
We noticed that many negative review have the same reason. People encountering a bug \ flaw in tutorial and abandoned the game at this step. So people even cant see a amount of features which exist in the game.
Of course, tutorial was still broken after 0.86, and that is not good. But even before that, when tutorial was not broken, still, many people had many issues with tutorial.
Overall, seems like we are underestimated an importance of tutorial, especially for such a complex game like Celestial Command, even during Early Access stage.
Tutorial, it is a first what meets the new users during first launch of the game. It should be nice and clean, and it should show the user all the main aspect of the game.
So we completely redesigned a tutorial!
Currently consist of only 2 stages, but soon we will add more.
Division on the stages is a good approach. So if tutorial will be broken due significant changes in game mechanics, we will redesign only broken stages, not entire tutorial.
Note: New tutorial temporary not available for localizations. If tutorial have flaws and should be redesigned, we want to redesign it first, so efforts of localizations will not be wasted.
Also we added another little feature to the main menu
On this timeline, you may see all a blog posts from our development blog. We thing it is important feature for people who are thinking that we did nothing during 4 years of development.
So here you may see an indicator of change logs (blue) and important posts (orange), and overall it will show how active development is.
What about capital ships which was announced in previous post. Don't worry, this is a big task, we need to add many new modules, so we decided to work on it "on background". Smaller updates also will be released during this process. Besides that, we are discovered a new, super amazing technique of 3D modeling, which should make new modules even better. We will show it soon.
CHANGE LOG
Improvements
- Completely redesigned tutorial. Now the game should be much more friendly for new users
- Added a "timeline of blog posts" in the main menu, which shows the development of the game. And also we fixed all broken images in our blog!
- Now when you launch the game or exit from the game, there will be smooth to\from black screen transition, which looks nice
- New "Loading" label when you are starting a game
- Tutorial completely fixed
[ 2018-10-12 15:29:53 CET ] [ Original post ]
During entire development of Celestial Command, you saw only a small size ship, a few a bit bigger modules and some bigger modules for space stations (which are not available for construction).
But actually, even before we started a development, we thoughts about ships of much bigger size.
What a space game without capital ships?
So we started to work on a concept for a new modules for capital ships!
Currently it is only a raw 3D sketches, but take a look:
Current, small modules for comparison
Even something like this could be possible : )
This large cargo gate can be opened and will have empty space inside, so current ships may act as a drones or fighters which can be docked right inside the capital ship.
We will keep you informed about progress and will show more images when we will have something new.
[ 2018-10-04 15:06:01 CET ] [ Original post ]
Just a quick update with important fixes of critical bugs
CHANGE LOG
Improvements
- Added option to use UPnP when hosting a server. Sometimes UPnP may lock the game during loading. Also UPnP no longer activated in tutorial and single-player games
- Map button on the interface now have "Hotkey: M" text
- Radius of warp drive now properly synced in multiplayer
- Fixed a critical bug which caused extreme lags in multiplayer game
- Energy cannon works again
[ 2018-09-28 20:44:32 CET ] [ Original post ]
Just a quick update with important fixes of critical bugs
CHANGE LOG
Fixes
- Fixed impossibility to start a new game if you don't have a router or if a port already opened
- Fixed impossibility to start a new game after you exit to the main menu from existed game
- Fixed impossibility to load a game from menu of existed game
- Fixed an error which may cause incorrect sync of position in multiplayer
[ 2018-09-25 18:09:37 CET ] [ Original post ]
Another quick update here!
In the version 0.86 we are gladly introduced a new multiplayer, which works much better and everyone able to host a server which will be visible in the server list. However, sometimes it may require to do special setup of your router. This is not very hard, but may be inconvenient.
But now, in this update we managed to improve multiplayer even further!
We implement a special system (UPnP), so now everyone should be able to host a server even without special setup on the router!
This features is not tested too much, but should work.
Also, in previous version, scale of interface was based on resolution of monitor, this is not always good, especially for small monitors with high resolution, or vice-versa, so now you can setup desired scale manually.
Also a few fixes of game-braking bugs and flaws.
The next update should bring something big!
CHANGE LOG
Improvements
- Implemented a system which should allow you to host multiplayer game without special setup on your router!
- Disabled automatic GUI scaling, now you can setup desired scale in video settings
- Credits reward for missions increased 4 times
- Implemented a debug mode, now you can see when the game have internel error and you can quickly get a log file which you can send to us in order to help to fix a bug. This is a replacement of old in-game debug console and now it no longer should cause extensive memory usage.
- Volume and mass of heavy torpedo increased 10 times
- Improved visual effect of engine of rockets (correct size and position)
- Cargo container or enemy ship of quest no longer despawned after quest time elapsed. Situation when your ship deleted with the disappeared container - solved.
- Cargo container of delivery quest now properly despawned in multiplayer, when delivered to space station
- Stars now properly saved loaded
- Removed outdated description from cargo containers
- Rocket launchers now works again (was broken in 0.86)
- Fixed incorrect magenta color of armed torpedo
- Fixed engine visual effect of small missile
- Build menu now should have correct height at various monitors
- Fixed internal error when you are trying to place weapon on turret
- Fixed internal error from torpedo explosion
- Target of delivery mission now can be properly selected even when out of radar range
- Goals of active missions now correctly displayed in missions window
- WASD camera movement on galaxy map is inverted and now correct
[ 2018-09-25 03:15:14 CET ] [ Original post ]
Some important bugfixes for previous update and highly requested support of high-resolution monitors.
Also, redesigned options window.
Previous:
New
You may ask, why we redesigned options window? It is not too important for now.
It is because wrong implementation of drop-down menu in options window which conflicted with the support of 4k monitors. And since we already started to work on menu, we decided to redesign entire window.
CHANGE LOG
Improvements
- Added support of high-resolution monitors, UI now properly scaled
- Redesigned options window
- Added possibility to disable auto save
- Shipyard now can be found in every system with stations
- Fuel consumption reduced 2 times
- Fixed an important issue with move tool, which detached wrong modules
- Now you can properly refuel your fuel tanks at the space station even if there is already the same fuel inside
- Now you can't move connected docking port, grabber and some other modules which will break the game if you will try to move it using new "move tool"
- Delivery quest no longer failed when you attach cargo container to your ship
- Now sandbox mode checkbox properly hided for connected users (with correct layout of the rest of elements in options window)
- Now selection is cleared when move tool disabled
- Planet mass modifier in world settings now works properly
- Removed outdated "auto connect" button from command modules
- "Ambient occlusion" and "Glow effect" settings now properly saved loaded
[ 2018-09-22 19:58:38 CET ] [ Original post ]
Hello!
In this update we implemented a highly requested and very important feature, which should improve ship construction process a lot!
Just take a look
Note, this new feature currently is not working in multiplayer. We encountered some technical issues and need to fix a few things. The feature will be available in the multiplayer after a few updates.
Some more improvements:
Correct navigation of AI around planet
Better colors for lines in trading window
Also here is some important bug fixes according to your recent reports.
CHANGE LOG
Improvements
- Added a comfortable possibility to drag and drop modules using a cursor!
- Lines in trading window now have a bit different colors which improves visual perception
- Position of camera no longer jumps around each time when part of your ship was detached from the ship. As result, camera view during combat or collisions now much more comfortable. A small side effect, now camera focused on the command module, instead of center of mass of the ship, but this is not a big issue
- Now after game is loaded, view will be focused on your ship (not on the planet)
- In-game menu texts (on Esc button) now have black outline, which improves readability on a bright background
- Refined lithium no longer can be found in an asteroids
- Production module now have "Capacitors" and "Nuclear reactor components" in the build list
- "Nuclear fuel cell" now have proper recipe
- Now a ships which are docked to the space station is saved loaded in correct position
- Build menu no longer can be opened for any space station (not only shipyard) using B hotkey
- Engines now have proper "fuel consumption" info in build list
- Removed wrong description of corridors which said that it can be sued as storage containers
- You no longer can buy goods in container which already contains something else
- Now when you order your ship to move in specific point (in aerodynamic mode), its AI will find a proper path around planet (not right through a planet)
- Removed outdated "Star mass" multiplier parameter from world settings
- Fixed impossibility to load a game which was saved in asteroids location
- Fixed a various issues related to static asteroids which remain visible even after you leave asteroids location
- Static asteroids now properly saved loaded
- Reputation from trading now works correctly
- Reputation now properly save loaded
- Hotkeys for next previous ship now works properly
- Fixed incorrect description for pause button
- Options window no longer overlaps a tutorial window
- "Sell module" and "Repair" options no longer can be selected simultaneously
[ 2018-09-20 20:29:11 CET ] [ Original post ]
Hello! This huge update is ready for release! The update consist of 3 major and important aspects:
New production and inventory system
Added a lot of new items, new method of construction, new production modules, new system for distribution of resources. Storage containers now may contain more than 1 type fo resources, and more.
Redesigned and improved trading
Added many types of space stations. Stations now can be found in different locations in the galaxy. Fixed important bugs and exploits.
Multiplayer!
Now everyone should be able to host a server, and the server will be properly visible in the server list! This was unexpected! Earlier only small percentage of users was able to host a server, which was definitely not good, but we thought that in order to solve this problem, we need to rewrite half of the game from scratch, which requires a lot of work, so this task had low priority. But turned out there is a solution which allowed us to quickly solve this technical issue just in a few days! We are super excited with the fact that multiplayer now is really acceptable for entire community! Also, we fixed a lot of bugs related for multiplayer! Trading and missions now should properly work in multiplayer! Also we found out a new way how to synchronize positions of objects between connected users, so now ships movements should be much more smooth and stable! No more "chaotic jumping around" for connected users, especially while you are trying to dock to the space station in orbital mode.
--------------------- Also, in order to not duplicate the same screenshot with the new features, you may check a previous blog posts which was published during development of this update. https://steamcommunity.com/games/CelestialCommand/announcements/detail/1688174556450295457 https://steamcommunity.com/games/CelestialCommand/announcements/detail/1694928687277195414 https://steamcommunity.com/games/CelestialCommand/announcements/detail/3113560763381913137 https://steamcommunity.com/games/CelestialCommand/announcements/detail/1681414719780132338 https://steamcommunity.com/games/CelestialCommand/announcements/detail/1681414719787069167 --------------------- Overall, this is just a quick overview of this update. Please look at the full change log for more information. Also, note that this update is not very polished. It was too long in development, so we decided that we already should release it. Overall everything should work, but may contain some significant bugs and flaws, but we are going to fix all crucial issues ASAP in nearest updates. Information for people who tested a test build of this update: Invite via Steam overlay and Discord rich presence features requires some additional work and not included in this release. Will be added a bit later. Thanks!
CHANGE LOG
Big Improvements
- Now everyone is able to host a server and the server will be visible in the server list! (Earlier only small percentage of users was able to host a game). Now it finally works! Hooray!
- Completely redesign of all resources, added many new resources, ores, construction parts, trading goods, reworked recipe for all modules, crafting system now much more complex
- New trading system. Trading stations now located not only in starting location
- Resource connectors is replaced with the new, more convenient and useful resource management system
- Now when you are transferring cargo from one container to another, you may to specify exact amount of transferred cargo using input field
- Engineering modules have new functionality
- Added new module: Ore refinery
- Added new module: Production module
- Now, in aerodynamic mode, AI is capable to find a correct path in order to avoid collision while traveling from one point to another!
- Rebalanced and increased masses for all planets and stars, so now orbital maneuvers is more important (earlier some planets had so low mass, so its gravity was inconsiderable)
- Fuel consumption of all engines increased in 5 times, so now refueling is more important aspect
- Now you can select specific docking port of space station and request docking exactly to this docking port
- Now you can open trading window right from the map view
- Now you can select container where you want buy sell items to from space station
- Now when you move or trade items you may insert exact amount of items using text input field in addition to slider
- Now resource icons about containers displays a progress bar which represents occupied volume
- Improved animation of engineering module. Movement of its arm now looks much better
- Added new tool in sandbox menu which allows to add any desired resource in the game to selected container
- All production modules is redesigned and have a new functionality
- Now you can move cargo by dragging its icon on another module (not only on its UI element)
- Crew members now consumes 1 food pack when their food level at below 75%, instead of constant food consumption each second.
- Nuclear reactor now consumes special nuclear fuel cells, instead of just an uranium ore
- Improved animation of little drone around space station hub
- Various regions now may have various resources in asteroid belts
- Complexity of enemy ships in combat missions now depends on distance from starting system (you no longer will encounter pirate battleship during your first combat mission in starting system)
- Now sometime you may find a warp gate which leads to the large asteroids belt
- Locations in asteroid belt now also may contain a space stations
- Added background, decoration asteroids in locations in asteroids belt, so now it looks much better
- Now when you order your ship to move at position, the ship will try to find a correct path and avoid collisions!
- Fixed an important exploit which allowed to buy goods from the space station and sell the same goods to the same station in order to make instant profit and reputation
- Added useful sandbox button to charge all power storages on active ship at once
- Default construction ship from sandbox mode is redesigned
- Asteroids belts now may have various radius
- Sandbox button "Test spawn ships" replaced with "Spawn random enemy", which is more useful if you want to quickly spawn an enemy ship for test combat
- Thrust of engines in orbital and aerodynamic modes now the same
- Added possibility to turn on off Ambient Occlusion in graphic settings
- All prices now rounded to whole numbers, so now it looks better in trading window
- Added "Pause" button on the top-left corner of the screen
- Now after pause the game will have the same speed as before
- Now you may press "Esc" while dragging an item in inventory in order to stop dragging
- Increased starting credits
- Added option "Generate warp gates" in world settings
- Reputation gain from trading between stations decreased to more correct value (a few trade run no longer will unlock everything)
- "Max players" input field replaced with the slider and limit set to 8 (because multiplayer designed for co-op with friends, not for mass scale PvP, also the game is not suitable for large online)
- Improved design of trading window, now it can be scrolled up down
- Redesigned and improved server list window. Now it shows game mode and password status
- Trading window no longer can be located outside of screen
- Removed useless "position" field from "Orbital parameters" window
- In "Orbital parameters" window "tangential velocity" field replaced with "velocity" field, which is more useful
- "Orbital parameters" window by default located in different position, so it no longer overlaps with notifications
- Redesigned "hide all" button in notifications area
- Added interface button to open galaxy map
- View control on galaxy map now a bit more convenient
- Added tool-tips for icons on map
- Added possibility to hide power graphs
- Removed useless "radial grid" button from planet info window
- New icon when planet on map hovered with cursor
- Almost all notifications now have different color (red, green, blue, yellow) according to its message
- Added description for docking button
- Added station name in trade window
- Various types of stations now have various icons
- All prices now rounded to whole numbers, so now it looks better in trading window
- Improved a way how to setup target of warp drive, "Set target" button works again
- Added scrolling functionality for trading window so now it is easier to use if it contains many items in the list
- Warp drive now have more intuitive user interface
- Map: Names of the moons now visible only at close zoom
- Map: New "You are here" icon
- Map: Added description when you are hower cursor over icons on map
- Map: Now trading menu of each space station can be quickly accessed from the galaxy map
- Improved column sorting in the server list window
- You no longer can connect to the server which have not the same version of the game
- Now when you click on icon of your ship - you no longer will take control, command module will be selected instead. So now it is no longer a problem to select your own ship if you want to display "relative velocity tool" for it
- Now all ores can be found in asteroids
- Size of warp drive now properly save loaded
- Your ship no longer will explode if you detach part of your ship while docked with the space station
- Space stations and warp gates now have smoother movement for connected users in orbital mode
- Engineering Module Mk2 now have correct build radius
- Space stations, warp gates and asteroids now located on different orbits and phases and will no longer collide with each other from time to time
- Docking ports no longer teleports your ship on a short distance during docking. This fixes a lot of potential physical collisions, so it should no longer cause damage, explosion or any unrealistic behavior
- Engines now displays correct fuel consumption even if it was changed in world settings
- Engines now consumes correct amount of fuel when its thrust limited by slider (earlier it consumed more than it should)
- Fixed a bug when server received a notification about reputation gain for connected player
- AI of ships now more correctly direct nose of the ship to the specified direction
- Target prediction of turrets now works correctly in orbital mode
- AI turrets no longer will fire fire before a weapon will have a correct direction on target
- Now warp drive have correct direction on target and will exit out of warp in correct position relative to planet
- Warp drive no longer may appear inside an asteroid
- Asteroids no longer will appear inside other objects
- Connected users now is able to properly use a warp drive
- "Generate space stations" checkbox in world settings now works properly
- You no longer can select warp gates and space stations which are located in another system
- Fixed an error when connected user press pause
- Quests now can be properly save loaded
- Quests now properly works in multiplayer
- Fixed "Planet(clone)" text in UI of solar panel to "Planet"
- Fixed an incorrect lighting in the location with star (ships had too bright illumination from incorrect direction)
[ 2018-09-15 17:47:27 CET ] [ Original post ]
Hello!
Seems like soon a new update will be ready for release. We are already working on fixes of critical bugs and flaws.
So far, you may look at the new asteroids belt which now looks more like it should.
Previous variant:
New:
Also UI of warp drive now should be much more intuitive. In order to jump, your ship should be located in yellow area.
Previous:
New:
[ 2018-08-24 18:22:29 CET ] [ Original post ]
Hello! Some quick news about development.
We managed to implement a proper path finding algorithm!
In the next update you will be able to give a movement order for your ship and ship will be able to avoid collisions on the way. Currently works only in aerodynamic mode.
The same technology will be used for NPC traders which will fly between stations.
Also enemy ships should be able to chase you even in asteroid belt, but this will require some more research.
[ 2018-08-18 13:58:48 CET ] [ Original post ]
Hello!
Sorry for lack of news for a few weeks. The game is in very active development, this update is very important so we want to make it carefully.
Currently we are continuing to work on trading and everything related to it.
Now there is much more space stations in each system.
Each station on its own orbit and no longer collide with each other.
Also, now stations divided on different categories.
Mining stations periodically generates and sells ores which can be found in its region, but consumes food and fuel
Ore refinery buys ores and sells refined ores
Also there is many various factories which will buy refined ores and produce construction components which can be sold for shipyards.
By the way, different regions now may have different resources in asteroids. So now there will be a sense to travel between systems.
So stations no longer become useless over time. Now they are really works as factories.
Construction and repair of ship now can be available only on special shipyards (not on any station), and refueling is more profitable on special fuel stations. Which is more interesting for gameplay.
This is a raw concept of new shipyard station. But most likely it will have different design
A few days we started to work on some infrastructure such as save load functionality and multiplayer support for new trading system, and it is almost done.
Yes, in the next update the trading system will be not only better than before, but also it will work in multiplayer! That should be very interesting.
Thanks for your patience! We will try to share the news more often.
[ 2018-08-06 17:43:02 CET ] [ Original post ]
Hello!
Development of new trading system going very well. We redesigned an architecture, so now trading stations can be found not only in starting location, but also in many different locations across the galaxy. Hooray!
All stations properly simulated in real time and now you are able to open its trading window right from the map!
The trading system no longer broken, however, we would like to improve it further before release.
The next steps is to create several types of stations, each type should have different goods to trade and produce. Also, only a few stations will provide shipyard service. Bigger engineering modules also will be added in this update.
Thanks for your patience!
[ 2018-07-16 16:13:48 CET ] [ Original post ]
For a few days we are prepared inventory production update for release and came up to an interesting conclusion.
Inventory production almost complete, but trading system is not working yet. We had a plan to release inventory production now, but trading system will be temporary removed, and after that, we will publish a new trading system in the next update.
However, we realized, if we will do so, there will be nothing to do in the game. Of course current trading system have a lot of flaws, but it least it works, so you can mine ore and sell it to the stations. If this feature will be removed (even temporarily, before the next update) the game will be almost completely empty in survival game mode.
So we have a 2 options:
1.
Release update without trading system and while it is not available, we should create a gameplay focused on combat.
2.
We will delay a current update, combine it with the trading system and release a bigger update a bit later, with both, inventory and trading system in the same update.
Seems like the second options is definitely better. Trading and economy aspect of the Celestial Command is much more interesting than combat aspect for now. And even if we will try to make combat aspect better, it may take even more time than new trading system.
So, update will be delayed and we starting to work on brand new trading system!
On a one side, we want to release updates as often as possible, but on the other side, update should be interesting to play, so it is definitely will be better.
The good thing, this update should be great! This will be the first update which really bring a sense into gameplay and the game now really will be interesting to play in survival mode!
So we are very excited about this upcoming update! This is going to be a gameplay about space trucker.
Remember when we are worked on a Galaxy update for a 6 months? Plus 1 months on a new inventory system. These system currently have not too much sense for the gameplay, but this trading update should make these features of the game really usable.
We are not sure how much time it will take, but we will keep you inform about progress.
Thanks you for your patience!
[ 2018-07-07 14:44:08 CET ] [ Original post ]
During development we encountered some bug with docking and decided that it is a good time to find solution for an fundamental issue of docking ports.
The problem with docking ports - it instantly teleports your ship on a short distance, as result, the ship can be moved at the position which is physically impossible. For example:
As you can see, these two ships can't be docked, there is an obstacles on the way.
However they can, and here is an unrealistic result which may damage modules or cause explosion, during and after docking.
So in order to fix it, we decreased angle and distance threshold for docking, and also, docking port no longer teleports your ship, instead of that, it is capable to rotate and extend a bit in order to connect with another docking port.
So it should no longer cause damage, explosion or any unrealistic result. Hooray!
[ 2018-07-04 15:23:57 CET ] [ Original post ]
This update turned out bigger than usual, but it is quite normal and expected.
Some time ago we published a plan of development, and new inventory and production systems - it is a first item in the list.
This is the most important items in the list, because everything else will be based on this new inventory. Mining, production, fuel and ammo consumption, etc. All of these aspects of the game was rewritten.
We want to test it carefully in order to be sure that system is more or less compatible with features which will be added in the future on top of it.
Overall architecture is done and mostly we are working on testing and various small improvements, so we need some more time. But don't worry, it will not take 6 months like it was with Galaxy update : )
And some new images. This is how production module looks.
Those who followed Celestial Command from the beginning, may remember something similar to it from the earlier version of the game, but now it works better than before and we added more parts.
We redesigned style of icons for basic elements, the new one looks nice. Also some parts lacks its own icons, we are working on it.
[ 2018-07-03 19:03:41 CET ] [ Original post ]
Hello!
We are continuing working on new inventory and production system which will be implemented in the next update.
Let's talk about what we are working on.
Currently new inventory already done. All storages remade. Some storages is able to store several types of resources at once.
Also, we found an interesting issue which we didn't saw in other games due lack of some realistic aspects which exist in CC.
Since we have the next features:
1. Possibility to salvage debris of destroyed module
2. Repairing of module requires specific resources of this module
3. Recipe of module consist from several different parts
4. Module can be disassembled in order to get resources back
In combination, turned out that if you have a damaged module, it is more profitable just to destroy the module and collect its debris, instead of repair it.
Let's take an example:
For example we have a module, it have maximum 100 HP and its recipe consist of 10 "Steel plates".
Now someone damaged a module and now it have 20100 HP. Apparently, if we want to repair a module, we should spent 8 Steel plates from our inventory. But there is an issue, if we will just destroy this damaged module, it will generate some debris which will contain its recipe (10 steel plates). So we can salvage its debris, collect 10 steel plates and construct brand new module without spent any single additional steel plate.
Of course it could be solved if repairing will not require parts (just energy) but we like an idea when repairing requires parts, so this is not a good solution.
Also we could generate debris each time when module receive damage, but it will spawn a lot of additional objects which definitely will conflict with physics, especially if there is no free space around.
This issue existed in previous version of the game, and turned out that it will not be fixed in the new version of the game without some kind of solution
Solution
So we are came up to the realistic and interesting solution. There will be two type of parts, such as "Steel plates" and "Broken steel plates". So, if our module damaged and it have 20100 HP, it will contain inside 2 normal steel plates and 8 damaged steel plates. Which is quite realistic, imagine all of these ripped and bended hull elements.
If we want to repair this module, we need to extract damaged steel plates first, after that replace it with 8 new steel plates items from an inventory. After that, 8 damaged steel plates can be delivered to the refinery and turned into normal steel plates. Issue with "it is cheaper to destroy a module" also fixed. If you will decide to destroy a module (not repair it), from the debris you will collect just 10 "broken steel plates" which is unusable for construction. So if you want to build a new module, you should spent 10 steel plates, but repairing will require just 8 steel plates. So repairing is better. Besides that, repairing requires less energy than construction + energy and fuel for salvaging. In our opinion, it is very interesting feature. This new system will be implemented in the next update. Thanks for your patience!
[ 2018-06-29 14:58:45 CET ] [ Original post ]
Hello!
This update will take a bit more time, but it will be great! We are working on new inventory and production system and it is 80% done.
While you are waiting for update, let's talk about resource connectors.
Since we are working on a new inventory and production system, it is a good time to do something with it.
Connectors was a big problem for a long time. Connector is non intuitive and confusing, and even if you will figure out how to use it - connectors just does not performs its purpose properly.
So we decided to completely replace resource connectors with something new. Instead, all resources will be distributed automatically, but also, you will be able to toggle usage of each container using a hotkey.
Don't mind about ammo in the fuel tanks, it is just a wrong icon : )
Sounds too simple, right? But surprisingly this system works much better that resource connectors and allows the same possibilities.
Several examples
For example, you have 4 engineering modules which are going to construct something. Now, you no longer need to assign 40 connector lines. Now each engineering module will automatically find required parts across the ship and will use it for construction. Yes, it looks kind of beautiful, but completely useless. Such setup no longer required.
Another example, you have a lot of engines and you want to balance fuel consumption in order to keep your center of mass intact. No longer need for complex resource chain setup (which will not work anyway), now all engines will consume fuel from all fuel tanks on your ship simultaneously, so center of mass will be intact. Basically it is the only effective way to set up fuel flow. Just assign everything to single container. Very boring and still useless for CoM. Such setup no longer required.
Q: But hey, what if I have a cargo ship which transports fuel or constructions part and I don't want to use this cargo for needs of my ship? A: No problem, you can select cargo container and press a checkbox "allow usage", and cargo inside this container will be intact. Q: But what if I want to use fuel from specific group of containers first, and after that, from another group of containers. This can be useful during combat. A: No problem, you can ignore usage for all containers except desired group, and after all fuel will be consumed, you can enable usage for a new group of containers using a custom hotkey. As you can see, this simple approach completely replaces confusing connectors and performs its purposes much better.
[ 2018-06-14 21:18:18 CET ] [ Original post ]
Despite the game developed already more than 3 years - we are continue to add significant features to the core of the game which are significantly changes the gameplay. One of such changes was a galaxy map, but we have a plan to add more. First, we want to completely develop core features of the game. After that, we will start to add a lot of new content (modules, missions, events) on top of this core features, so we will be sure that new content will not be wasted next time when we will decide to redesign half of the game. What exactly we want to implement in order to make core of the game complete? Here is a list: 1. New inventory and production system 2. Heat system 3. More complex combat system 4. Complex global economy in galaxy Let's describe each from these items.
New inventory and production system
What exactly wrong with the current production system? Currently, if your ship have mining laser and engineering module (note, it is quite small modules) - you can go to nearest belt of asteroids and you can build anything. We think this is not very good. This is not only very unrealistic, but also it makes gameplay less interesting. We want to add more complexity in construction process by implementing resource chains. For example: You have a small mining ship, it have a small mining laser (you don't need a big ship in order to retrieve chunk of rock), but you will not be able to build anything from this raw ore. This ore should be delivered to the refinery. Refinery is a very big construction, much bigger than mining ship, mostly due two factors: 1 Refinery module just very big and massive 2 Refinery module produce huge amount of heat, so this station should have huge radiators (look information about heat system below) After ore refines, it can be used in order to produce "parts" - inventory items which is used to construct modules for space ships. So resource chain will be: Ore -> Refined ore -> Parts -> Modules Not "Ore -> Modules" like now. And since this approach will add much more types of resources, we need a brand new inventory system which can store many different types of resources in the same container.
Actually, in earlier version of the game we already had similar system, but we decided remove it because it was hard to maintain two different types of inventory (for parts and for ore). But now we decided that it was mistake, we deleted wrong inventory. Now we will return such system but it will be better than before. Such approach have a lot of advantages and zero disadvantages. For example: 1. Construction drones can be much smaller and usable, it is no longer necessary to have 10 containers on construction drone with all required resources 2. Recipes for various modules now can be much more logical and balanced 3. Ammo for weapons will have proper volume. Projectiles for light cannon and heavy torpedoes no longer have the same volume
And many more, you will see. We already started to work on it and it is ready approximately on 50%. The new inventory system will be released in the next update.
Heat system
Due some Sci-Fi movies many people may think that "space is cold", which is quite wrong. If you are doing something in space, especially if you have heavy industry, you should worry about heat, not about cold. So we are going to implement a heat system, which is very useful not only for educational purposes, but also will make gameplay much interesting. Most functional modules will generate heat. Industrial equipment will generate a lot of heat, especially refinery. In order to do something with this heat there will be two options: 1 Radiators. Big things similar to solar panels which will disperse heat via infra-red emission 2 Emergency coolers based on the evaporation of water which can be used in order to quickly disperse large amount of heat. Useful during combat if your ship overheated due too much emission from lasers of energy shields, or if the ship was heated by enemy weapons. However it will require water as a resource. As we said above, refineries will generate a lot of heat, so large radiators will make industrial ships stations even bigger and less agile, which is very good for gameplay and balance.
More complex combat system
Currently combat is very simple, just place more guns and you will win. We want to make combat much more tactical. In order to do that, we want to implement different types of armor and different damage types. Also kinetic weapon will have "armor-penetration" parameter, so light cannons will be unable to cause any damage to heavy armor. Like tanks in real world. Energy shield also will be reworked, maybe it will have different protection from different side, we are not decided yet. Also maybe we will implement more types of rockets, since new inventory system allows to implement many new types of ammo.
Complex global economy in galaxy
Once everything above will be implemented, we will try to implement this. Note, this is very complex technology, we will need to perform some experiments, maybe it will be impossible to implement, or maybe it will be very simplified, so do not imagine too much about this feature, because we don't want to disappoint you. But the idea is, that the galaxy will be filled with many production space stations, each station consumes goods A and produces goods B. Also there will be many NPC traders which will trade between stations. Overall, the universe will be live and populated with many NPC and factions. But note, this system is very complex even for simple games which are designed around this system. But in CC we have fully customable ships which consists from many modules, in combination with such a complex trading systems it creates huge impact on performance, so direct simulation will be impossible. If such trading system will bb implemented, it will be very simplified. For example trade ships will consist from single object (not from modules like other ships) and maybe they will not have collisions with other objects except projectiles, because collision avoidance algorithms is extremely complex and almost impossible to implement, especially in orbital mode. But even with all of these simplifications, it is still could be very interesting feature. But again, we are not sure how detailed it could be in order to keep reasonable performance on modern computers, so we will keep you informed when we will perform some research about this aspect. Currently we are focused on inventory and production system which is important for others features which will be built on top of it.
[ 2018-06-06 20:21:47 CET ] [ Original post ]
Hello!
Some new improvements:
Projectiles now may bounce off, try to now hit an ally
Icons on map
And also, we implemented new, very convenient localization system based on Google Doc.
No more unintuitive GitHub workflow. Just open and start to edit!
Link on new localization guide
https://steamcommunity.com/sharedfiles/filedetails/?id=1400316342
CHANGE LOG
Improvements
- Added icons on galaxy and system map, now you can see which systems contains a warp gates or your ships
- Now projectiles may bounce off from the armor, the chance depends on angle of impact
- Implemented new localization system based on Google Docs which is much more convenient for people who wish to help us with localization
- Fixed a bug with white circle which sometimes may appear around your ship
- Gas collectors now properly works in aero mode
- Small solar panels work again
[ 2018-06-02 00:03:58 CET ] [ Original post ]
Thank very much for everyone who proposed an ideas about ships classes according to this post https://steamcommunity.com/games/CelestialCommand/announcements/detail/1649886530633914072 We didn't answer to everyone directly, because it will require large amount of time, but we are carefully read every suggestion, so we will make an conclusion and will answer to everyone at once using this post. Overall, people against such a brute artificial limitation, and we are completely agreed with it. Thanks to your ideas, we realized that such strict classifications of ship is a bad idea because it will ruin all the benefits from the "ship editor" feature of Celestial Command. We are always preferred to not implement any ship classes in CC, but we started to think "maybe we are doing something wrong". Turned out, no, we are doing everything right, so we will continue work in that direction. So, don't worry, we will not implement ship classes with such a brute artificial limitation, we don't like such approach too. Our idea of classes which explained in previous post - was a mistake. Instead of that, physics and realism should force users to build several ships (not an artificial limitations). And we better will add more complex simulations in the game (such as heat system and more complex armor system) which will improve this effect. For example, in CC ships have a mass, and ships required fuel which have its price. So big ships are slaw and expensive due high consumption of fuel. So, for example, if you will build a miner ship which will be heavily armed with various weapons and shields - such ship will be heavy and will requires more fuel, so it will provide you less profit than a miner ship which does not have shields and weapons. Seems like this is exactly how "classes" should work, just due laws of physics, without artificial limitations, similar to how it works in real life. This is just one from examples. Here Lemodile write a great text with detailed explanation on many aspects and we are totally agree with his ideas. https://steamcommunity.com/app/330460/discussions/0/1694922526918695182 Another good article here from Nemo https://steamcommunity.com/app/330460/discussions/0/1694922980034122688/ And another post of Nemo here https://steamcommunity.com/app/330460/discussions/0/1694922980034150988/ Also similar ideas was explained in comments section here and in our Discord chat. Overall, we are agreed with most items listed in articles above and we will start to work on such improvements.
[ 2018-05-30 03:44:57 CET ] [ Original post ]
Hello
We want to discuss new feature with community
We want to implement a different "ship classes", seems like this feature is capable to make gameplay much more interesting.
Currently you can build single ultra super multifunctional ship with all available modules on board and it will be effective in all situations. Of course, such approach have its own benefits, we are also like to play with single multifunctional ship, however, if the game will require to use several different ships in various situations, it should be much more interesting.
For example, currently there is almost no difference between cargo freighter and battleship. Both ships have large size and a lot of cargo space. Will be better if it will be two different ships.
Also, many popular space games based on idea that user wants to gain reputation and credits to obtain new, bigger ships with better characteristics and new design.
Without such aspect, in CC you may just attach a bunch of modules to your ship and the game will became boring quite soon, so the idea of ship classes should be very good.
However, there is a question, how to combine concept of classes with the concept of fully customizable ships which built from modules?
Turned out that freedom of ship editor of CC is not very suitable for concept of ship classes and "I want to earn enough credits in order to buy this huge battleship!"
But we have an idea:
Each command module will have its class.
And each command module as special limit, so far let's call it "module units"
For example, we have a command module of class "miner mk1", it has 200 module units.
Each module has its price of "module units", and also each module has its type, such as:
Storage for ore
Mining equipment
Engines
Weapons
etc.
For example, small storage for ore costs 10 units
Weapons 20 units
Mining laser 20 units
etc.
Each command module can attach to himself only limited amount of modules (sum of its units should be less than 200), after that, ship will be unable to attach any additional module.
Also, each class of command module will have different multiplayers for various types of modules. For example, miner mk1 is capable to attach weapon, however price multiplayer for weapon will be x5, it means that he should pay 100 units for weapon, instead of 20.
However multiplayer for mining lasers and storages for ore is x1, so price for mining lasers will be much lower.
Besides that, some modules will be unique for some classes, for example mining lasers only for miner classes. Or miners will have bonuses for effectivity of mining lasers, while other classes will be able to use mining lasers only at 10% of its full effectivity.
As result we will have a different ship classes, but you are still have a space for creativity, so you can decide "Should I attach weapon to my mining ship or will be better to attach additional containers instead? Or more engines? Or additional mining lasers? Or only 1 laser and a lot of counters?", also you may decide which exactly cargo containers you want and where exactly you want to place them on the ship.
So, we have a complex situation. On the one side, we don’t want to remove a creativity of ship editor.
On the other side, we want to make game and “feel of progression” more interesting.
Of course, there will be command modules for ship classes “mothership”, “freighter” etc, for a big ships, but they should have some other limitations, such as weaker weapons.
Also, of course will be possible to add late-game super command module with very high limits or without limits at all.
What do you think about it? And feel free to express any ideas about classes and how to implement it better.
You may talk here or directly in Discord chat
[ 2018-05-28 22:39:35 CET ] [ Original post ]
CHANGE LOG
Improvements
- Implemented network interpolation, synchronization of position of objects now should be significantly smoother
- Added safety system for a warp gates, now warp gate will not be activated if something located on the edge of its warp field
- Now if something going through warp gates, it will be ejected out of second gate with some velocity, which will guarantee that object will fly out of gate before the next object will arrive from the same gate
- Cooldown of warp gates increased from 5 to 10 seconds for better immersion and safety
- Warp gates now invulnerable
- Map now have configurable hotkey
- Physics no longer will be broken when you are trying to grab a warp gate with a grabber (we disabled this possibility, maybe later it will be solved and returned) If you will try to grab a warp gate you will receive a message that it is not allowed
- Map no longer opens when you press M in the chat or another text input field
- Solar panels now work in the location with the star
- Gas collectors now properly rotated in aerodynamic mode
- Fixed an error about wrong background when your ship in a warp flight
- Connected users now can use warp gates
- Space station hub no longer have useless "setup power chain" button
- Asteroids in aerodynamic mode now have proper non-zero friction
- Warp gates no longer invisible when you switch control over your ship which recently arrived to the new location
- Pirates and cargo containers for quests no longer will be spawned outside radius of location or inside planet
[ 2018-05-27 23:53:14 CET ] [ Original post ]
Hello!
Finally, it is done! Biggest update ever achieved a state when it can be released!
This update was really big and complex, it took much more time than we expected, so thanks you very much for your patience!
This update has a huge importance for the future of the game, we redesigned half of the game in order to implement a galaxy, but now, potential of the game is huge!
Earlier versions of the game had serious fundamental flaws. Basically, previous version of the game had no future
But now we have so many ideas and possibilities for further development!
Maybe someone skeptical about this new galaxy update and may think that the game became worse, but on the contrary, from now, the game have a possibilities to be better than ever before.
The most important improvement from this update - planets now really feels like a planets, and distances between planets really feels like a huge distances. Earlier ships were able to fly from one planet to another using simple maneuvering engines, this was a huge problem and it was impossible to solve it in previous version of the game, but now it is finally solved. "Feel of distances" now much stronger and this is a great foundation for gameplay which will be focused on exploration of unknown.
Also, due new nature of locations, we have new possibilities to implement many unique events which was not possible before, such as interesting anomalies or quests in distant systems.
If you didn't read a commend section of this post
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3228394392749716885
We will recommend to take a look on it, because we explained some additional interesting facts about this new update and its huge benefits.
Also you may take a look on this post if you missed it
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1575563008254546788
Please note that despite that fact that we worked on this update for a very long time, it still may have serious bugs and also it have a lot of flaws, we did not developer this update to the level of perfection, but we developed it to the state where it is more or less functional and we finally may show it for you.
Also, this update does not make gameplay itself much more enjoyable. We didn't improved quests and trading system yet, but we have a big plans about these aspects. This update it is mostly a foundation for a future updates.
Also, from now we are returning back to our previous frequency of updates, it means that we will try to release new updates as often as possible (1-2 weeks maximum, but we will try even more often). Let's return life in the dev blog! : )
Also, we are prepared a road map of development, the core of the game still incomplete and we have some very interesting ideas which want to share. We will prepare detailed text about these ideas and will share it after several days, it will explain our plans about core functionalities of the game and gameplay features which will be implemented on top of this update to unleash all the benefits which provided by new galaxy system!
For now, let's take a closer looks on some aspects which was implemented!
Stability of physics
Physics now is much more reliable. Trajectories of orbits no longer degrades over time! Trajectories also intact on any game speed, so now, if you put your station on the orbit, you can be sure, it will be on the orbit for many hours (unless something of someone will push it out of orbit).
Also, performance of physics improved in 2-3 times, it means now we may have larger amount of asteroids and debris on the orbit. Debris now have correct collisions and could be dangerous due Kessler effect.
Warp gates
Now we have a warp gates! And this is not just a simple "point to point instant teleportation", these warp gates have interesting mechanics. Your ships should really fly inside a gate (not just somewhere near it) Several objects can be located inside a warp field and warp travel will require some time to travel. You even can move asteroids via warp gates! We think that gates in space, especially with detailed physics it is very cool, hope you will like it too! : )
When the game starts, you don't have any warp drive, but part of galaxy already have net of warp gates. However more than 90% of locations does not have warp gates, so after you will got your first warp drive, you will have a freedom to go where you want and explore distant regions of galaxy.
Note: Currently there is a restriction, only 16 locations can be physically simulated simultaneously and the game could be broken after you jumped to a new system 15 times. This restriction will be solved a bit later.
New backgrounds and lighting
We added a lot of new background with makes visual appearance of the game much interesting! The space no longer grey and boring, now many systems will have its interesting appearance. Don't worry, we realize that too bright colors looks not good in the space, so most times you will encounter more or less dark backgrounds, but sometimes you will encounter very colorful, but still, very nice looking systems.
Since the game released, it had a problem with visual diversity of space, all screenshots were grey and boring, we are really glad that now this issue is finally solved!
In addition to that, we implemented new lighting system, hull of ships now has reflections from background and ambient occlusions effect, it makes graphic much better.
By the way, the new galaxy system allowed us to implement a moons around planets, here is how it looks on the map
You are also can see distant moons when you are on the orbit of planet
New module
Also, thanks for these who sends us a concepts for new modules, we added a new power storage, design based on 3D model from community members Mrmodules-Mauser and Sbimon, thanks!)
Steam Cloud
Now all of yours saved ships and saved worlds automatically saved on Steam Cloud. If you will delete save file, it is also will be deleted from Steam Cloud to, however, save files will be stored even if you deleted game folder or installed the game on another computer.
If you want to disable this feature, you are always can do it from game properties in Steam:
Discord channel now verified
A few days ago, our Discord channel was verified by Discord team, so now you may invite friends using nice looking URL!
https://discordapp.com/invite/celestialcommand
We fixed a lot of bugs, however a lot of them still should be fixed, but you may expect a fixes in nearest time. We will try to avoid such a long updates and will release updates and often as possible.
Within a few days we will publish a news about our road map, we have a lot of ideas which we plan to implement as soon as possible!
Thanks you very much for your patience and support! : )
CHANGE LOG
Major improvements
- Completely new world with galaxy map and interstellar travel!
- Added a warp gates
- Implemented unique mechanics of warp travels via gates and using warp drives. Any physical objects can be moved inside a warp field.
- Completely new system of backgrounds and lighting with new reflection effects and 14 new space backgrounds based on 4k textures (owners of 4k monitors should have even better quality)
- Significant improvements of performance and stability of gravity and physical objects on orbit due recreation of gravity code which is now much more reliable
- Completely fixed critical bug of orbital mode, when all physical objects was pulled out of their orbits during short period of time. Also, trajectory no longer changing when you are changing a game speed. Now trajectory is much more stable on x4 or x8 game speed.
- Removed warning message which says that orbital mode is unstable. Now it has stable physics and much better performance, and we are happy with its quality. Button of orbital mode moved to the left side of the window since now it is a main and recommended game mode. Hooray!
- Added Ambient Occlusion effects which significantly increases visual quality of ships
- Steam Cloud implemented
- Small asteroids now much more massive and no longer feels like it made from a foam plastic
- Now camera movement is limited in some radius, is solves an issue when camera moved too far away from the ship and it is hard to return it back
- Planets now 2-3 times bigger
- In aerodynamic mode planet no longer located below 0 level. Now planets located on the same level as a ships (the same as in orbital mode)
- Orbital mode and aerodynamic mode now have the same type of the world (except physics)
- Added new module: 2x1 power storage (design based on 3D model from community members Mrmodules-Mauser and Sbimon, thanks!)
- Debris now save loaded
- Added tool to display gravitational acceleration at the position of cursor (on the right edge of the screen under "eye" icon)
- Radius of radar now the same in both game modes (orbital and aerodynamic)
- Radius of radar hidden when camera view have low angle (so now you will have a better view when camera new a ship)
- Thrust of all engines increased in 2.5 times. Ships now much more agile. Thrust now the same in both modes.
- Added tool tip "Place weapon on turret" when you are going to place a weapon
- Pieces of debris will no longer fly through other objects but will collide correctly
- Transition from circle / ellipse to parabola / hyperbola trajectory now looks smoother
- Notification panel no longer spams you with "new mission available" messages
- Ship direction indicator now appears only when camera too far from the ship (not so close as before)
- Space station on the low orbit now located on higher orbit so tidal forces during docking procedure no longer so strong
- Planetary systems with black hole may contain only ice or moon type planets and gas giants
- Solar panels is not working in systems with black hole
- Added game time clock to the top-left corner of the screen
- Added customizable hotkeys for time scale up and down
- Added sandbox option to reveal all systems on the galaxy map
- Main menu now have dark background and improved star effect
- Now it is easier to dock with space station in tutorial because station located on high orbit
- Now when you will teleport your own ship using sandbox tool, the camera will be automatically returned to default position, it is more convenient
- Now when you construct new module in empty space, the new module will inherit a velocity of your ship
- Now ships which has been saved in aerodynamic mode can be properly loaded in the orbital mechanics mode
- Now rockets ejected from rocket launcher with the correct velocity despite FPS or a time scale value
- Fixed incorrect description of power "total output" value
- Fixed incorrect thrust value for engines when game settings thrust factor not 1
- Tool tip "A / D - Rotate module preview" now depends on assigned hotkeys in game settings
- Apoapsis and periapsis icons no longer visible on parabola or hyperbola trajectory
- Fixed a gap in line of parabola and hyperbola trajectory
- Fixed small mistake in 3d model of power storage
- Orbit trajectory of space stations and warp gates no longer shivers
- Orbital parameters window no longer shows incorrect values for parabola or hyperbola trajectory
- UI pointer in tutorial now always points at center of the element (not its corner)
- Credits no longer will be spent when you are trying to buy new command module on existed ship
- Now you can sell power storages even if it is not empty
- Interval of auto save no longer depends on game speed
- Removed useless power connector from warp drive
[ 2018-05-24 15:27:08 CET ] [ Original post ]
Hello!
Sorry for a really long time without news from us.
But don't worry! The game is not abandoned at all, we are actively working on the biggest update which will bring a lot of new features and possibilities!
When it will be released? We are still not sure, however we already may say that work completed at 80-90%. Almost half of the game was rewritten and most features is not worked because the game was in half-disassembled condition, however we already testing save load and multiplayer functionality and it is more or less working. Hooray!
The reason why there was no news from us - we are worried that people will not understand why we are going to remove "interplanetary orbital transfer" feature from the game if we will not show why it is necessary and what a great features it allows to implement. So first, we want to be sure that you will like a new update.
You know, we are worried about this feature too, we are love, orbital mechanics, realism and we are playing in own game. It is hard to imagine a result of a big update before it is complete. We know that it is important for the future of Celestial Command, we just wasn't 100% sure. But now, when the update is almost done, we are played it and now we are sure - the new version of the game will be much more better!
This update will add so much potential for the game, galaxy map opens many new gameplay possibilities! But we will talk about it in the future posts. We will explain why it was necessary to implement such significant changes, its great potential and will show a road-map for a nearest updates which will fully implement a new possibles opened by galaxy map.
Currently we are working on some important features such as network of warp gates, UI and also bug-fixes. The game have a lot of bugs which was accumulated during such long period of development, besides that, the technology which allows to implement a galaxy is quite complex, but it is not a problem, we will manage it.
New ambient occlusion effect on off
And we are really glad that you are waiting a new update with patience. Thanks you very much!
[ 2018-04-20 20:10:27 CET ] [ Original post ]
Hello!
If you are watched development process for a long time you are know that despite the game already 3 years in development, we are still ready to make big and fundamental improvements if it will be necessary for the quality of the game. This happened with 3D graphics and some another core features.
And now we are going to make another big change in the gameplay.
Some time ago we started to feel that there is something fundamentally wrong with the Celestial Command. And after we analyzed several another space games, we realized a simple fact:
Almost every space game have any kind of "global map" or "galaxy map" and possibility to travel from one system to another! (Actually we didn't found any successful, space game without this feature)
And this is something which also should be in Celestial Command.
Importance of galaxy map for a space game is completely reasonable
Any open world game should have something which may be called "diversity of environment". For example, if we are talking about not a space game, for example a game about character / car / sail ship / plane etc. - such game may have only single location ("jump gates" is not required) because diversity of environment created by different biomes and landscape (snow, grasslands, mountains, oceans, desert etc.). As result, you may travel between different locations and it will be fun to explore the world. But if we are talking about space game, there is no landscape in the space, because space, you know, quite empty. Diversity of environment should be created by different types of stars, planets, nebula, backgrounds, black holes. Such things can't be put into single planetary system (because one planetary system may have only one background and a star). The single planetary system in space game will feels empty despite its actual size. This is why galaxy map is required and it is essential aspect of most space games.
So, we are going to implement a galaxy map!
On the image in this post you may see a prototype of galaxy map which contains 200 stars. How it will work? There will be galaxy map to travel between stars and also "system map" to travel between star, planets, moons and some locations in asteroid field or deep space. In exchange, size of location will be reduced and each location will have only 1 central object (planet moon star). However, size of planets will be increased in several times. Movement between planets will be possible only using warp drives and jump gates. Despite the fact that size of location will be reduced, entire game world will feels much larger due the possibility to jump between systems. New types of stars will be added. Including binary stars and blackholes. Plus, a lot of new backgrounds will be added. Each planetary system may have its own background, which will significantly increase a visual diversity.
What about orbital mechanics?
Don't worry, it still will be here. Asteroids, debris, space stations and ships will be on orbit of central object (star, planet, moon). By the way. Moons will be added. However you will not be able to travel between planets using only engines and orbital maneuver. It will be possible only using jump drive or jump gate. Someone can be upset about this fact, but make note that currently "interplanetary maneuver" looks very weird due tiny size of the system and do not bring too much fun for the gameplay. So we think that it is acceptable price for a possibility to explore the galaxy. The most fun part of orbital mechanics in CC, it is an objects around planets and this aspect will be intact (or even better) because planets will be a bit bigger. Besides that, it will allows us to fix some critical bugs with physics and improve overall performance. Also it will be possible to rotate planets and moons around their central object. As result, price of jump between planets may depends on distance between them. By the way, we are also started to working on implementation of tech tree and more advanced AI which is also two essential features which should be in the Celestial Command, but firstly we will implement a galaxy map. We will try to implement this new feature as soon as possible, it should take not too much time. We will keep you informed. And Happy New Year!
[ 2017-12-31 22:35:16 CET ] [ Original post ]
Hello!
For a long time, resource connectors had some fundamental flaws. Power connectors is not intuitive and hard to use. People said us a lot about this and we are thinking about how to improve it.
So now we decided to completely redesign this system.
Resources connectors for fuel and building materials still intact, but power system is completely changed.
Now power systems works more like a real electricity. Almost all electrical devices was redesigned, so most of them can work even if you have not enough power, but efficiency also will be reduced.
Also, it is no longer necessary to have power storage on the ship. Electrical devices now can take energy right from the power sources.
All power consumers can be turned on / off in order to control power level.
Power storages now have limited speed of charge / discharge.
Also we added nice graph which displays energy consumption and production.
Rendering of radius circle of radar is greatly improved. If you have many ships with radars and no longer will looks like a bunch or chaotic circles.
Also you can disable radar circles, markers and HP bars
CHANGE LOG
Improvements
- Completely new power system with much better functionality, usability and performance
- Power monitor is fixed and improved. Added a graph which represents power production and consumption levels
- Turrets now requires power in order to rotate
- Added possibility to turn on off any electrical module from the power net
- Most devices which consumes power now have different mechanics. They can work at insufficient level of power with lower efficiency.
- Changed mechanics of energy shield. Now it have different recharge rate based on power level
- Radar may work with insufficient power supply, but it will provide lower radius
- Lasers now have different effectivity based on power level
- Circles which represents radar range now combined with each other and no longer displays inner segments which greatly improves usability and comfort of radars
- Space stations now have holiday appearance
- Added possibility to switch on / off displaying of various GUI elements, such as: HP bars, radar markers, radar range
- Magenta icons of radar no longer will appears over your own ships (these icons is useless for own ships)
- Space stations and big ships will no longer became invisible as soon as at least one of their module exited your radar range. They will became invisible when they center of mass exited radar range
- Fixed a bug with invisible ship inside a range of your radar which appears in some cases after you built a new module
- Button "Duplicate ship" removed from sandbox menu because it caused a lot of bugs with the new ship. Instead of that, in order to duplicate a ship, you should use save load menu which is much more reliable.
- Center of Mass and Center of Thrust icons no longer remains visible after active ship is destroyed
- Now you can move the camera by middle mouse button after active ship is destroyed
- On off state of mining laser now correctly saved and loaded
- Power monitor now shows correct values
[ 2017-12-23 04:01:08 CET ] [ Original post ]
Just a quick update with some important fixes.
Besides that, Autumn sale launched today! Celestial Command now 20% off during sale.
Improvements
- List of random planets for background of main menu a bit changed
- Now in Chinese, Japanese and Korean localizations, symbols should have correct, bigger size (let us know if it is still unreadable somewhere) (Known issue: After you selected a language, you need to restart the game in order to apply correct size of symbols)
- Fixed an impossibility to change a language
- Fixed an "Error" text instead of name of Engineering module Mk2
- Fixed "Button" text instead of resolution menu in game options
- Fixed a bug when actual build radius of shipyard is smaller than visible radius of yellow circle
[ 2017-11-23 00:20:48 CET ] [ Original post ]
Greetings!
It is already 3 years since the first version of Celestial Command was released in Steam!
Many interesting things was added during the year.
When we started a development, we planned to finish the game much earlier, but since it is our first project and the project is technically very complex and unusual, this will take more time than we expected.
We are always learning, finding new methods and technologies, implementing the best one.
We are continuing to develop the project and listen a community, your reports and suggestions is really helpful and allows us to achieve such results! Thanks you!
In this post we explained our thoughts about engineering modules and realistic robotic arms.
But current engineering module is too small and also looks not exactly as we want.
So we added a new module which is much more functional and looks better.
New main menu. Now each time when you start the game, you will see a beautiful planet (picked randomly)
A small bonus for those who would like to check out how the game looked 3 years ago. We added a possibility to launch the most first version of Celestial Command released in Steam.
In order to do that, open properties of Celestial Command, Beta tab and select "old version".
If you are interested, check this out. We was surprised how much the game changed during 3 years!
Links on previous posts
2 years of development
1 year of development
CHANGE LOG
Improvements
- Added new engineering module with larger range of reach
- Added new starting ship which have center of mass in the geometric center of the ship, so it will flight straightforward when your press W and will not require additional setup with engines
- Added new background of the main menu (previous one caused a bug with save load in orbital mode)
- Improved glow effect for star *] GUI of Warp drive destination point is a bit improved
- Radius of shipyard increased from 30 to 40 in order to allow to construct a ship when you docked to the docking port
- Default construction ship in sandbox mode now have new engineering module Audio
- Added random pitch deviation for explosion sound in order to diverse sound effect of mass ship explosions
- Added new audio effect for heavy cannon (now it really sounds like a heavy cannon)
- Changed sound of module and rocket explosion to more low frequency audio effect AI
- AI torrents (of pirates) no longer attacks invulnerable NPC stations
- AI turrets no longer opens fire before turret will be aligned with the target
- AI turrets no longer stop fire when targeted not in the exact center of a target
- If a ship have several rocket launchers, it will fire with 0.5 second interval (not simultaneously) Rockets
- Torpedoes now have 2 seconds arm time, so they will not explode near your own ship
- Changed sound of rocket starting engine
- Disabled particle collisions for smoke trail of rockets, that improves performance and removed
- incorrect rendering of trail
- Rockets now have less powerful engine and no longer so overpowered
- Improved explosion visual effect of rockets
- Engine visual effects of rocket now have smaller size
- You no longer can target rockets into your own ships
- Fixed an impossibility to load a game (orbital mode) from the in-game menu баг с сейвом
- Fixed a situation with invisible ships in range of your radar
- Fixed "trail of sparks" of laser impact visual effect
- Now you can set destination for warp drive in aerodynamic mode as intended
- Now you can focus camera on the star
- NPC stations now can be selected even outside of radar range
- Now you can select module objective of mission even if it is outside of radar range
- Camera sensitivity no longer depends on FPS or game speed
[ 2017-11-21 21:18:51 CET ] [ Original post ]
In this update we fixed some important bugs with radar, so a ships no longer will suddenly disappear right in range of your radar.
Besides that, stability of multiplayer now should be a bit better.
New options for world generator:
Maybe size of the changelog is not very impressive, most time was spent on analysis of magic bugs with a radars and improvements of core, and now this important feature should work as intended.
We will try to add more interesting features in the next updates.
Oh, and by the way! Celestial Command is 20% off until 1 November.
CHANGE LOG
Improvements
- World: Added 4 new options for "generate world" window (amount of small asteroids, big asteroids, presence of pirates and NPC stations). It can be used to create a world with less amount of objects or almost an empty world in order to increase a performance
- Network: When new client connecting to multiplayer game, the game will be paused and other users will see correspondent message (this should solve a various desync problems)
- Network: Added notification on client side, when client lost connection to the server
- Network: Added possibility to set server password (and now this feature works correctly)
- GUI: Yellow circles in tutorial now have the same animation speed on any game speed
- Fixed broken tutorial (it was accidentally broken at previous update)
- Fixed important bug when some ships became invisible even inside a range of your radars
- Invisible modules, debris and asteroids no longer can be highlighter or selected by cursor
- Invisible engines no longer have visible visual effect and audio effect
- When someone built a module to its invisible ship (which outside of range of your radar) the new module also will be invisible
[ 2017-10-27 02:02:26 CET ] [ Original post ]
Multiplayer available in the game for a long time, but due large amount of bugs and flaws it was practically unusable.
So now we are decided finally to make it fully stable.
There is quite a lot of work, so it will require several updates in order to achieve this goal.
Interesting fact, there is so much job because we ignored a multiplayer for a while, and many single player features just not adapted for the multiplayer. This fact confirms a necessarily to work on multiplayer right now, otherwise, later the multiplayer feature will be even more complex to complete.
And also a new feature, now you can specify target for turret using right click
Besides that, we believe that stable multiplayer will be capable to bring more popularity for the game.
So now we want to adapt 100% of single player feature for a multiplayer, and after that, every new feature will be developed both for single and multiplayer.
Note, quests and trading still not adapted for multiplayer, because we are still not sure how it should work in the single player. But we will work on it in the next few updates.
CHANGE LOG
Improvements
- Added possibility to specify a target for each turret individually
- Added visualization of target of turrets
- Improved algorithms of target prediction for turrets, now turrets capable to track a modules of the ship which rotates
- Reputation value now correctly loaded for connected user
- Now you will see "Connecting" window when trying to connect to server from server list
- Fixed an error on client side when module destroyed by collision
- Connected users now will see proper rotations of turrets and rate of fire of weapons
- Eject button of storage container now properly synced in multiplayer
- Rocket fabricator now have correct input connectors
- Asteroids in aerodynamic mode now contains all types of resources
- Production modules now correctly works in multiplayer
- Reputation reward when pirate was destroyed now correctly displayed for client (not for server)
- When new module unlocked, client will see correct message
- All users in multiplayer no longer will reset camera when one of them respawned on a new ship
- Clients now should be able to spawn a starting ship on a high ping
- Cargo containers now should be properly synced between users
- Clients now can properly repair modules on NPC stations
- Projectiles and its damage now should work correctly on client side
[ 2017-10-10 16:59:02 CET ] [ Original post ]
We received a reports about server crash when someone trying to connect to server, so this update should fix it.
Usually our game and Unity engine is never crashed, but when it happens, the cause can be hard to find, so it took some time, but now should be okay.
CHANGE LOG
Improvements
- In aerodynamic mode stations located closer to the center of sector, as result, enemy ships will not attack you right from the start of the game.
- Significant optimization of various systems, especially in multiplayer
- Updated localization (thanks for all volunteers for fast help with localization)
- Fixed crash in multiplayer
- Various fixes of synchronization in multiplayer
- Asteroid GUI no longer displayed for big static asteroids
- Fixed incorrect short sound effect from mining laser
[ 2017-09-29 20:11:20 CET ] [ Original post ]
Hello!
This update took more time than usual, but it brings a big number of important improvements and changes, and we finally ready to show the result!
Engineering drones replaced with robotic arms
Sometimes, people asked us about drones. Mining drones, combat drones etc. But we answered that drones does not fit the concept of this game. Let's explain it in more details. Drones haves several conceptual problems: They do not consume fuel, but they have engines. This is a bit unrealistic. But the most important, drones can't be damaged or destroyed, because they are flying above the main ship (different Z level), and this is incorrect. Enemy should be able to shot down the drones if they are trying to damages its ship. It means that we should add another type of "anti-drone" weapons which will attack everything in radius like in tower-defense games. Also it will require to implement another systems for drones hitpoints, AI, or even storage if we are talking about mining drones. As result, it will turn into completely new game about drones which will be built on top of existed ship about spaceships. And this is absolutely incorrect, because we already have all of such systems, storages, AI, damage control etc. So according to our vision of game concept, engineering drones should looks like actual a small space ships with engineering equipment. And this is what we done. Engineering module now is much smaller, no longer have "yellow drones" but equipped with robotic arms, which performs engineering tasks in small radius around itself. In our opinion it is much more interesting and also realistic.
So now it consumes only power, and should not require a fuel, it is more logical now. We trying to recreate something like a real robotic arm on ISS, which called CANADARM:
Or something similar to industrial robots on real factories:
Robotic arms is more beautiful during construction, and also it requires to build special engineering ships, which can be docked to main ship and perform engineering tasks when it will be needed!
Later we will add more various of engineering modules, with smaller and bigger arms and different radius, which will allows to build impressive space shipyards!
Warning icons
Added new very convenient notifications system, so you no longer will wandering why your engineering may don't want build something. Why engines does not works, and what situation with the food on the ship.
Production modules
Another problem which was solved: "some resources can be obtained only via trading". And this is incorrect. Accord out vision of the game, everything should be craftable with help of NPC traders. So we added production modules for ammo, rockets and gas collector which allows to gather xenon from planets!
Home bases
When we started to work on new production modules, we realized another problem, production modules is too small. In most open world survival games, users should build own "base" or "house" where you should bring resources, repair and upgrade something. So we are want to implement something similar.
So all production modules now it much more bigger and massive. It still can be moved using engines, which allows you to have movable base, which is very nice feature. But it will require much more fuel, so it will encourage you to build own space station as a base.
Info about modules in build list
This old flaw of the game finally fixed. Now you can explore characteristics of modules right in the build menu, without necessarily to build modules. It makes planning a much more convenient.
Advanced shadows
We added special technology of shadows, which implemented as screen space post-effect, as result it is capable to displays shadows for even the smallest details on the ship. The result is very nice! Looks at the difference before and after:
100% stable NPC stations in orbital mode
Yes! Stations no longer will fall on planet. Completely. Now stations located on fixed orbit. It required some research, but we managed to do it. By the way, aerodynamic mode helped to find a solution for orbital mode : ) Implementation of this technology allows new possibilities for orbital mode. We are started working on jump gates and experimental orbital assistant, but update already too big, so it will be added later. Besides that, now when we are improved such important core features, we are going to continue to work on bugfixes.
CHANGE LOG
Improvements
- Added screen-space shadows effect which provides shadows for a small details at close range, which significantly improves overall quality of graphics!
- Now you can see characteristics of modules right in the build menu. Also this window is a bit redesigned (added yellow frame for better visibility)
- Now, in orbital mode, NPC space stations and big asteroids located on fixed orbits! It means nothing can move them. Stations no longer will fall on planet and always will be 100% stable!
- Added large asteroids in orbital mode (they are on fixed orbits and can be moved)
- Completely new engineering module instead of previous one. Drones completely replaced with robotic arms, which is much more realistic and suits the game concept.
- New module: Ammo fabricator (produces ammo for cannons)
- New module: Rocket fabricator (produces ammo for rocket launchers)
- New module: Gas collector which allows to gather xenon from the planets
- Fuel fabricator now is much more massive
- All production modules now have "cycle time", so it produce result once per N seconds
- All production modes now can be toggle on and off
- New module: Structural part which is useful to fit to these new production modules
- Model of small command module is redesigned, so now it looks better if something placed in front of it
- Added system of warning icons (for engineering module, engines, all types of weapons, power generator, solar panel, all production modules), which will inform you about lack of resources, wrong connections or something else. Which makes ship management much more convenient!
- When your crew is out of food, you will see an icon above module, which will disappear once food will be supplied
- Collisions from damage decreased in 5 times (modules no longer will explode even on light touch)
- Added new build frames (but it is temporary and will be improved later)
- Added "Hide all" button for appearing notifications
- Engineering module no longer can repair or deconstruct itself, it should be done by another module
- Cargo gate module moved to "Production" category
- Production rate of fuel generator changed from 1.1 to 6
- Masses of some modules rounded to more nice looking values
- Icons of modules in build menu is re-renderered with different light preset
- Power generator now is togglable
- Power generator no longer consumes uranium when power storage is full
- Power generator a bit redesigned in order to fix visual gaps between neighbor modules
- Amount of resources in asteroids increased in 10 times (it was impossible to gather enough ice)
- Fixed laser impact visual effect (sparks) in orbital mode
- Now you can properly grab static asteroids with grabber
- You no longer can sell turrets with attached weapon or storages with content (you will see a warning when you will try to do it)
- Window with info of module no longer will flicker when you move cursor from one icon to another (in build menu)
- Engines with "auto mode" off now will properly ignore WASD and stabilizer and can be controlled only by user defined hotkeys
- You no longer receive small amount of resources when engineering bay deconstructed a module which was placed but was not constructed
- Ion engines no longer able to work while their power connector is not connected
- Modules which was built in sandbox mode no longer can be instantly deconstructed in non-sandbox mode
- Planets no longer can be selected in main menu
- In orbital mode, when game is loaded, camera focused on your ship (not on planet)
- Fixed blocked control after game was saved from menu
- Mounting points no longer should be broken after you detached a module during pause
[ 2017-09-24 14:26:54 CET ] [ Original post ]
Another update with important bug fixes
Shield now have HP bars, so now it is much more convenient
And engineering bays now have visible radius of influence around it
Also we have a plan for significant changes and improvements in construction system. It will require to made some changes in the core systems, so it may take a bit more time than usual, or not, will see.
But result should be very good!
CHANGE LOG
Improvements
- Camera movement now a bit smoother
- Added visible radius circle around your engineering bay which is visible when you selected it or when opened build menu
- Radius circle of engineering bay and shipyard now looks a bit different (as a dotted line)
- Shields now have HP bars which are visible when damaged
- Unity engine updated to version 5.6.3
- All localization files updated
- Asteroids and enemy ship no longer can be spawned inside obstacles
- Camera movement speed no longer depends on FPS, time scale, or pause
- Camera no longer shaking during low FPS (which sometimes caused a crash with error)
- Preview of modules no longer can block projectiles and lasers
- Your engineering bay no longer can deconstruct asteroids, debris, rockets and modules which belongs to another faction, and also modules which are too far away
- Fixed an error when shipyard range remains visible after repairing
[ 2017-08-23 19:09:06 CET ] [ Original post ]
Since in version 0.8 we implemented first version of aerodynamic mode, many people became very confused about this.
Here is a few main complaints:
1. Developers decided to make the game casual.
2. Developers now have two games, so development time now will 2 times slower
3. Developers decided to focus on aerodynamic mode instead of orbital mode, so "say bye to realism", orbital mode is abandoned, "I bought the game for orbital mode", "fraud" etc. Sometimes it is a reason for negative reviews such this or this.
So we should say
ALL OF THESE STATEMENTS IS ABSOLUTELY INCORRECT
Lets explain it in more details.
First of all, we understand why you are confused. Because you never saw such revolutionary and unique approach anywhere.
The only place where you saw approach which MAY SEEMS SIMILAR (But NOT the same), it is many games from AAA developers, which are often makes its games more and more casual, by deleting features, in order to make development cheaper and obtain more sales.
But this is not the same what we are doing. It can be similar by the first glance, but it is illusion.
We will never use such approach. For us, development of casual games is inacceptable.
We are like to develop complex and hardcore games with deep mechanics. Development of casual games absolutely is not interested for us.
What we are doing, it is revolutionary and unique approach for development. Currently it will be hard to explain, since this approach will show its full power only after some time of development, but in a nutshell: "Single flexible core - various game rules".
Basically, we want to ask a simple question.
Are we deleted orbital mode from the game?
The answer is no. And we don’t plan to do it.
So why you are thinking that we are abandoned orbital mode and going to create a casual game?
You may think that since we are focused on aerodynamic mode, the orbital mode now will be developed extremely slowly.
But it is an another illusion.
Actually, since aerodynamic mode was implemented, development of orbital mode now significantly faster than before!
We created a simplified graph in order to show what we mean.
Look:
Hard to believe? But this is true.
It first glance you may think "If developers now have 2 tasks instead of one, it means that each task now have only 50% development speed instead of 100%"
But this statement is not relevant if we are talking about development using our new approach.
There is several factors which makes it possible.
First, as we told above, a "single flexible core".
You see, implementation of aerodynamic mode took very little efforts. Approximately 5% from the all development time, or even lower.
All what we need to do it is just enable friction and change world generator a bit. That's it.
With the few small steps, we created basically another game which provides even more gameplay experience
Think about it, if we can spend only a 5% of development time and as result, achieve almost 100% of new gameplay experience, it will be very unwise to not do it. Also there is another example: Some other game developers may create another game based on their previous game with very few changes, but the game will be sold on full price tag as a different game. Instead of such approach, we just added "another game" for free (even not a FREE DLC), just a regular update which adds more content into the base game. If you don't like aerodynamic mode - just ignore it. The speed of development of orbital mode is the same as before (and even faster) so nothing to worry about. But actually we recommend to check both modes, because each mode have its advantages and interesting gameplay aspects.
You may say "But you already developing aerodynamic mode for a two months, and orbital mode is abandoned" - and this statement will be incorrect
In the last few updates only a few small changes related specific to aerodynamic mode. Majority of changes it is huge improvements of core mechanics, optimization and bug fixes which is related to both modes. Even if we will have 10 various game modes, these changes will be automatically applied to all game modes at once. "Single flexible core", remember?
But how it is possible that development of orbital mode now even faster than before?
It is because orbital world where everything in constant motion, it is very inconvenient environment for development. It is hard to explain such specific technical aspects of game development, but in a nutshell "If entire world of the game is moving - it is very bad". Actually Celestial Command it is basically the only game where entire world of the game is moving. It is completely violates standards of game development, what generates a lot of technical problems (most of them more or less solved during long and complex development), but still, testing of features and fixing of bugs could be very hard in orbital mode. So we decided to implement aerodynamic mode and use it as a platforms for tests and fixes! And since there is single core, such fixed applied to both modes. The result turned out extremely good! During a few months we made more improvements than during the year. And we continue to add even more fixes with each update, which are now quite often. So, as you can see, everything is much more complex that it seems at first glance. We even didn't described all benefits from such approach, but the text already turned out too big. Anyway, later you will notice how much quality of the game was improved since version 0.8.
[ 2017-08-18 21:02:15 CET ] [ Original post ]
Another update with important bug fixes.
Also we noticed that ion engines still have old 2D visual effect and not very suitable audio effect, so now it is updated!
Also, energy shield no longer looks so thin, especially on large ships.
Ship design created by user Lemodile.
CHANGE LOG
Improvements
- New visual and audio effect for ion engines
- Now energy shield have bigger vertical size, so it no longer looks so thin
- Localization updated
- Improved solution of "shaking stations", so stations in orbital mode no longer teleports at short distance each 1-2 minute like in previous update. Now station will teleport back to stable orbit, only if station will be too close to atmosphere or to border of sphere of influence of planet.
- Now ships with active shield will be loaded correctly (attached parts no longer will collide with own shield)
- Power monitor now displays correct income and outcome (actually not, it still shows incorrect values for more than 1 power storage, it will be fixed later)
- "120 FPS" renamed to "30 FPS" (in options window)
[ 2017-08-16 01:17:53 CET ] [ Original post ]
Another update with some important improvements and fixes in order to achieve fully stable gameplay.
Seconds parts of rotors and pistons now have proper collisions with the main part
Turrets now aim to predicted position, so it can hit even moving targets with good accuracy
CHANGE LOG
Improvements
- All turrets in automatic mode now fires with prediction of future position of target, so now it is not so easy to evade from enemy fire
- Seconds parts of rotors and pistons now have proper collisions with the main part
- Fixed a situation when space station become invisible right after game was loaded, in case if your ship is docked or attached to the station
- Fixed shaking of space stations in orbital mode
- Now connected docking ports have correct color of indicator right after game was loaded
[ 2017-08-12 23:26:55 CET ] [ Original post ]
A couple of days ago we released a major update 0.81 unfortunately the update did not bring much pleasure due to the huge number of critical bugs that have accumulated in the game.
So this update target mostly on important bugfixes. Unfortunately the game collected a lot of bugs, many of them very critical for gameplay.
It's our mistake that the game collected so many bugs. Usually we are trying to keep our code clean and reliable.
Now it is good time to fix all critical bugs before we will continue to improve and add new features.
List of fixes may be not too big, but most of bugs in the list turned out quite complex and required a loot of efforts to figure out a reason and solve it properly.
Also we are trying to add some improvements in each update, because update which contains only from bugfixes it is too boring : )
Also we want to remind that you may discuss an update and communicate with us about everything in our Discord chat.
link
CHANGE LOG
Improvements
- Added option to change air density for aerodynamic mode
- Loading a bit optimized
- Fixed a situation when you accepted a combat mission and it was completed instantly (and also ally carrier was spawned)
- Fixed an impossibility to dock with the station after game was loaded
- Fixed an impossibility to control own ship after game was loaded
- Fixed a bug when you encounters ally or own ships instead of pirates which happens after game was loaded
- Now can drag and drop resources from docked neutral storages which allows you to loot enemy wrecks for resources using docking port
- Flying outside of asteroids belt no longer cause a console error
- Respawn now properly works after game was loaded Probably fixed (it means that we didn't managed to recreate these bugs, but some fixes related to the core elements which may affect many various bugs)
- Fixed an impossibility to connect resource connector
- Fixed an impossibility to buy or sell modules
- A situation when you can get credits for sold module but module will not be deleted
[ 2017-08-09 23:46:45 CET ] [ Original post ]
Hello!
We are ready to introduce you another big and important update.
After 0.8 was released, we thought to start to release updates more often, but when we started working on 0.81, turned out that several big improvements should be implemented in combination, so it took more time than usual.
Despite the fact that the game in development more than 2 years, we made some mistakes in planning, as result, the game still lacks some basic and important features. So we are going to add some of them in this update.
Limited range of detection
One of the most significant changes, it is radars. From now, you can't see objects which are located outside of range of the radar (except big static asteroids and planets). But others ships, small asteroids and debris is not visible until you will close to them. Also, now all command modules have built-in radar which does not require energy and always provides some limited visibility.
This is very important feature which should be implemented long time ago. People often said about size of the world in Celestial Command, and always asked for interstellar travels in order to make the world bigger. But actually, interstellar travels is not necessary in order to make world bigger. Its small size it is just an illusion which caused by several factors: 1. You can see all the map at once. You can zoom-in to any point and observer any asteroids. This is fully remove an effect of "travel in unknown". 2. Your ship have unlimited maximum speed and range. This problem related to orbital mode and this is one of reasons why we decided to focus on the aerodynamic mode for now. In orbital mode, the ship have very low fuel consumption rate, as result you can fly anywhere in the star system and very fast, and since any point can be reachable without a problem, this is also makes the world "small". But now, in aerodynamic mode, in order to travel from one side of the system to another, you need significant amount if time and fuel. With combination of limited view range, this significantly changes how you feel size of the world.
Actually, size of the world is quite big. Imagine any open-world game where size of the map is approximately 12x12 kilometers. This is quite lot of space!
However, currently in the game not too much interesting things which you may found during traveling in space, but now it is possible to travel in space without knowledge of what waiting in front of your ship. This adds a lot of opportunity for adding new exploration content, and one we will add it, it will be more interesting to explore the space.
Another interesting moment, that it is actually a "radar". In many similar 2D space games, "limited view range" implemented using "maximum zoom-out range" so you just can't observe objects beyond side of the screen. We are not really like such approach, because we like a possibility of unlimited zoom-out and we don't want to remove it, so radar is much more suitable for this task. Plus it works on several ships at once and provides possibility for RTS elements. Basically it is similar to classic "Fog of War" from many RTS games.
Improved encounters with pirates
The second very important feature which should be implemented long time ago, it is a system which will spawn an NPC while you are moving through the world. This is a basic and crucial elements of many open world games. We made some mistakes with planning and this features was not implemented properly during long time, so now we are going to solve that.
Despite the fact that we added spawn of pirates some time age, they just spawned near your ship using a timer. This is defiantly not correct behavior and it is just boring. But now, you will encounter an enemies during your movement through the world. They will be spawned somewhere outside of range of your radar, but in relatively short distance, so you will be able to encounter them. If not, they will be removed after some time of inactivity for optimization purposes.
This is how NPC spawn implements in many other open world games, and now it properly implemented here! Besides that, in various places you be able to encounter various enemies. This is described below.
Locations
And another very important feature - locations. It is not just a feature, it is more like a concept. Locations it is a key element of any open world game. It is some specific area which have its particular properties and always located in the same place, so it can be defined, remembered and you should be able to return back to known location. This is also quite important for better "size of the world" which was described above.
Lack of "locations" was one of the biggest problem of orbital mode (locations is very complex in orbital mode, because it should be static, but in orbital mode everything is constant motion. Of course we can implement moving locations, like planets, but points in space, but it is very unusual concept and it could be very hard to understand, especially for new users), and this is another important reason why we decided to focus on aerodynamic mode for now. But later we will try to implement such concept for orbital mode.
So now, the world is divided by sectors and each of sectors may have its properties. So far there is not too much properties, and sectors exist only in big asteroids belt, however this systems allows to create more sectors anywhere on the map with its unique parameters. Currently, each sectors have its owner and complexity level, and one space station somewhere inside. This is will be described below.
Game goals
Also we started to work on some kind of game goals, which is also very important aspect of every game. So now, space stations in sectors can be captures. After that, sector became captureв and its space station can provide its services. Besides that, in far located sectors you will encounter more stronger enemies. System still quite raw, but now we have a platform which can be improved.
------------------------------------ As you can see, with addition of aerodynamic mode, the progress goings much faster Version 0.8 was one of the most important stage in the development, and version 0.81 it is basically improvements for version 0.8. Now we have a pretty good plan which will allows to achieve stable and addictive gameplay.
Also, many people are unhappy with the fact that we are added aerodynamic mode, because "we are turned into casual game and sacrificed a realism in order to achieve more sales" as many others developers often do (especially in modern AAA games). But we can assure you that it is not correct. We don't like a casual games, and our projects always will be deep, hardcore and realistic. Orbital mechanics it is just not the only thing which makes the game realistic and hardcore. There is also many other aspects in the game, which makes it hardcore even in aerodynamic mode, such as limited ammo, limited resources, big damage from collisions, importance of mass, moment of inertia, engines thrust, fuel etc. (those aspects usually simplified in similar others space games)
Also make note, that despite the fact that most changes related to aerodynamic mode, make note, that since both modes have single core, all core features and improvement of optimization automatically available in both modes (radar for example). Also we want to remind that you may discuss an update and communicate with us about everything in our Discord chat. link
CHANGE LOG
Improvements
- Added sectors with capturable stations inside and different complexity of pirates
- Added system which allows to capture enemy stations
- Added system for limited view range (inside radar range)
- Balance: Radar radius in aerodynamic mode is 10 times smaller than in orbital mode
- Improved algorithm of planets placement for aerodynamic mode, now gas giants can be found only outside of asteroid belt, gas giant have more and bigger moons and more variations of moons while other planets have smaller and less diverse moons.
- Added panels with additional information about game modes and multiplayer
- Now it is not necessary to dock with shipyard in order to buy, sell or repair a module, you just should be in range of shipyard (this allows to build a new docking port if your docking ports was lost and also provides more comfortable construction since you can move your docking port and no longer forced to be docked with station)
- Now engineering bay can construct modules everywhere inside its radius of influence (not only on docked ships) It makes construction process much easier and enjoyable. Especially if you want to build new ship. You can start it anywhere from any module (not only from docking port as before)
- Removed possibility to build new docking port next to existed docking ports (it is no longer necessary because of feature explained above, now you can build docking port everywhere in open space and dock to it after construction)
- Usability: Now camera view can be controlled during pause and now its movement speed completely independent from speed of time
- Usability: Now right after you spawned your first ship, camera will be set close to the ship by default (without smooth transition) It is looks more comfortable
- Added option to change collision damage or completely disable it (while it disabled, physics could be more interesting in some cases)
- GUI: Main menu a bit redesigned
- GUI: Improved GUI of "Create new world" window. Added fold button which hides advances settings. Changed start button and back button, added new check mark.
- Aerodynamic game mode set by default
- Added option for 100% black background
- 90% Black background color now is set by default and now it is a bit lighter
- AI: Now enemies will stop chase your ship if it is too far away
- Now all command modules have basic built-in radar which does not requires energy. Large command module have a bit more powerful radar.
- Visual effects: Laser impact effect now lit nearby objects and looks more correctly, especially when you mining dark side of asteroids
- Visual effects: Particles of laser impact effect and asteroid mining effect now simulated in world space instead of local space it means that particles will not follow origin of particle emitter, this makes particles looks much better, especially if laser ray moved from one point to another (works only in aerodynamic mode, impossible to implement in orbital mode)
- Visual effects: Docking lights now bigger and directed in opposite direction
- Balance: Shield regeneration rate reduced from 10 to 2 per second
- Optimization: Light indicator of docking ports fixed and optimized
- Optimization: Small optimization for GUI of selected and hovered objects
- Stations no longer created inside an asteroid.
- Static asteroids no longer displayed with yellow dot on radar (only small asteroids)
- Attempt to change speed of time during pause now will properly disable a pause and hide its text label
- Animation of moving dots of resource connections now properly displayed during pause
- Fixed "NaN" value which appear in "total power flow" during pause
- Asteroids amount values now works in aerodynamic mode
- Stations no longer will follow a player sometimes (as enemy ships do)
- Moons no longer spawned inside its planet and each other
- Planets now have proper amount of moons
- Damaged modules now will be sold with proper (reduced) price
- Planets no longer spawned inside each other and now always spawned on some distance
- Fixed typo "Orbital mechaincs" --> "Orbital mechanics"
- Camera view no longer jumps away right after small lags (especially noticeable during spawn of the enemy ships, which cause 0.5-1 sec lag)
- Ship icons no longer have incorrect screen position during first frame right after activation
- Now when radar out of power, it will be disabled correctly
- Now radar will be correctly disabled when detached from the command module (but still connected to power storage)
- Now shield works correctly after game was loaded
- Multiplayer: Now "max thrust" parameter of engines is properly synced in multiplayer
- Multiplayer: Connected users now have correct positions of planets
- Detailed info about saved file temporary disabled (it cause significant freeze when save load window is opened) however info can be visible on click, it is a temporary solution just in order to make save load functionality more accessible (it is more important than additional info about file)
- Characteristics of modules is very unbalanced and AI is not too smart. In most cases gameplay can be too easy
- Missions does not works in multiplayer
- Spawning of enemy ships may cause significant lags, especially for connected users
- Effects of engines and weapons visible even outside of range of radar, and also, objects can be selected by cursors even if not visible
- NPC Stations became invisible when only one on their modules going out or range of radar
[ 2017-08-04 00:01:01 CET ] [ Original post ]
Hello!
We are happy to introduce, probably the most significant update during entire development of Celestial Command.
Despite the fact that this update have a version 0.8, this is only a first update in sequence. New game mode is made on more than 50%, but still quite raw. For now we decided to release it as soon as possible in order to show you an idea, but during next few updates we will add more and more significant improvements in this mode.
First of all, we want to explain why we decided to implement this new game mode despite the fact than during entire development we advertised a game, as a space game without "unrealistic liquid space".
Orbital mechanics in the current state causes a lot of technical restriction in the game. The concept when absolutely everything in constant movement it is very unusual concept for game development. Both in technical and gameplay terms.
Such gameplay have very complex learning curve, however, many users definitely like other features of Celestial Command, such as ship construction, trading, combat, but don't like how movement works.
In orbital space, such terms as "distances" or "locations" is very unobvious and hard to understand.
So we decided to implement a mode which will bring more classic gameplay using existed functionality of the game.
So in this game mode, terms of distances, enemy bases and locations is much more familiar for users.
Besides that, performance is much better, there is thousand of asteroids and almost hundred of space stations can work with good FPS.
Plus, this game mode allows us to implement some new features which impossible in orbital mode, for example, path finding, it means that now it will be possible to encounter a NPC traders or pirates which will really travel across the world and they will avoid all obstacles (this feature not implemented yet, but will be added in the next few updates)
However, we do not have intentions to make the game "casual". Physics still much more complex than in most classic space games.
In this game mode, mass of the ship (and cargo) have very significant impact on acceleration and maximum velocity, and also on fuel consumption.
In such game mode it is very interesting to find a proper balance between amount of cargo, size of the ship, amount of fuel, consumption of fuel, desired velocity etc.
In the next update we will improve a physics so size of the ship and its shape will affect its maximum velocity.
Important to note, we do not abandon development of orbital mode. Furthermore, many improvements of one game mode, instantly available in another mode. This is possible due flexible architecture which is based on the single core.
Aerodynamic mode may even help to test new features and gameplay approaches in stable environment, before it will be added into orbital mode. Which is much more complex to develop new features.
Also we want to remind that you can discuss an update and communicate with us about everything in our Discord chat.
link
CHANGE LOG
- Added brand new game mode with aerodynamic physics
- New game mode: Added exhaust effect for small engines which is good for visualization of velocity and "sense of speed"
- New game mode: Added speedometer on the interface which shows velocity of active ship
- New game mode: Interface buttons which have sense only in orbital mode (such as orbital grid and stabilize orbit) disabled in aerodynamic mode
- New game mode: Added moons around a planets
- New game mode: Added new asteroids belt with many huge static asteroids and small dynamic asteroids which can be moved or destroyed.
- Square grid now have small grids up to 100 meters which is also important for visualization of velocity
- Small asteroids now have bigger size and now they have 8 sectors with resources. Asteroids will be destroyed when all 8 sectors will be depleted. This feature adds more sense to special ships which have several mining lasers around asteroid
- Asteroids now have different HP based on its size
- Significant optimization of core which improves a performance in several times. Loading of games and ships now much faster.
- Localization files updated, thanks for this for community
[ 2017-06-22 18:31:49 CET ] [ Original post ]
Hello!
We noticed that current state of save / load functionality works not exactly how we want. It is important feature so we decided to improve it.
So now if you will encounter a bug or just a complex situation, it should not be a problem to load previously saved game and progress will not be lost due flaw in save / load function.
Check the changelog for more details.
Also we want to remind that you can discuss an update and communicate with us about everything in our Discord chat.
link
CHANGE LOG
Improvements
- Now you can save the game with specified name (not just overwrite the current one)
- When you click on existed saved file in "save" menu, its name will be automatically inserted in the input field of name
- Added warning window which will inform you if you trying to overwrite existed save file and offer an option (Back / Overwrite)
- Now auto save generates up to 9 saved files (instead of just 1 file which is constantly rewritten)
- Added button "Load" in game menu, so now you can load a game right during existed game
- Added "loading screen" which appears during loading
- Added button "Open folder with saved files" which located in save / load window (works only on Windows platform)
- Entire save / load window is redesigned
- Now when you going to load a game, multiplayer checkbox is disabled by default
- Button "Contribute to localization" now opens URL in your internet browser instead of Steam overlay
- Fixed an important bug which caused an error when you tried to save the game
- Fixed an error with incorrect captured image of saved ship in "saved ships" menu
- Fixed an error in station's docking AI
[ 2017-06-06 17:53:31 CET ] [ Original post ]
Hello!
We are continuing to work on critical bug fixes and important improvements.
In previous update we added important feature, orbital grid, but it was too hidden. Now it is available on the main interface.
We made important change in structure of the ships. Construction of additional command modules on the same ship is no longer possible. Despite the fact that this changes does not bring new features, however It solves a lot of bugs with multiple command modules and also it will help to avoid some game design issues in the future updates where we will add ship specializations and skills for crew members.
Another important feature, you no longer need to guess how much ships you have. New window with list of all ships will allow to easily manage them. Now it is not a problem to switch control between miner and combat ships, for example. Also, renaming of ships now much more comfortable.
Also we made small, but important improvement, added new sound effect for module placement. Previously sound effect was too long and high frequency. Now it is much nicer and makes construction more comfortable.
CHANGE LOG
Improvements
- Now 1 ship may have only 1 command module
- You no longer can deconstruct or remove a command module which have a crew inside
- Now you can focus view on planets with Alt + Click
- GUI: Added interface which shows a list of owned ships
- GUI: Added button "Show orbital grid for current planet" on the main interface
- GUI: Now when you hold left Alt, you will see a tooltip near a cursor
- GUI: Ship rename window a bit redesigned and now it can be dragged with cursor
- GUI: Now you can confirm new ship name with Enter button
- GUI: Now when you press "rename ship", appeared input field already will contain current ship name and you can enter a new name without clicking on input field
- GUI: Now will see a notification if one of your command modules will be destroyed
- Audio: Replaced audio effects for module placement and placement error
- Audio: Added audio effect when you rotate preview of module
- NPC: Two pirate ships has been updated (files sent by user Lemodile)
- Localization updated
- Audio: Fixed a situation when sometimes audio effects of interface can be played only in left or right speaker
- Fixed various bugs with incorrect list of owned ships
- Fixed previous / next ship button
- Now you can select and click on mounting points properly
- Now when you switch control to another ship, the camera will not drift away and also, camera position will be centered to this ship
- Now construction drones will properly receive construction order when you going to build a module on docked ship
[ 2017-05-26 00:37:19 CET ] [ Original post ]
Hello!
In this update we added quite simple, but seems like very important feature.
Now you can select planet and click appeared button which will display a special radial grid around the planet.
Why it is so important?
In space, it is hard to understand velocity of your ship. Velocity is a relative term. When we see a moving car, we can compare its velocity with the ground or other environment.
But there is no too much environment in the space, so in most cases there is nothing to compare velocity with.
So what to do in such situation?
Grids is the most obvious solution, but what if ships constantly moving on orbit? Grid will be static and ship will continuously move above the grid. This will not help to understood velocity of the ship.
In this case, we have an idea of something which can be called "orbital radial grid".
It is just a group of thin radial grids and each of them rotates around planet with the orbital speed.
So you may keep your ship in the grid cell if you wish to keep circular orbit. Or move your ship along circle of the grid if you wish to bypass planet around.
Now it should be much easier to understand how to move your ship in this game.
Besides that, we fixed some unpleasant flaws with cargo containers. Full details in change log.
CHANGE LOG
Improvements
- Containers: Now when amount of content in container less than 1, you will see unrounded value on its icon
- Containers: Now when amount of content in container more than 100, value on its icon will be rounded to 1, instead of 0.1, so power storages no longer flicker with its fractional number
- Containers: Now in interface of containers you can see unrounded amount of its content
- Containers: Now various devices which consumes resources from storages, no longer will leave some very small amount of content (such as 0.0000001 fuel or energy), instead of that, container will become completely empty
- Trading: Timer "Prices will be updated in" returned back to trading window and now displayed as a text, not as a progress bar
- Trading: Added on hover tooltip for columns in trading window
- Localization: Added missing localization for categories in options
- Fixed the problem when you sometimes can't hide preview of module by right click (and also can't place waypoint for your ship)
- You no longer will receive a message "mining laser deactivated due lack of free cargo space" if laser is not belong to you
- Fixed broken localization for Russian language
- GUI label with mining rate of mining laser now displayed only for own ships (no longer displayed for ships which does not belongs to you)
- Now cargo can be moved between containers even if in second contain not enough space for all cargo (only a small part of cargo will be moved)
- Fixed "start server" tool tip on some fields in options
- Fixed missing "auto save interval" text value
- "Contribute in Localization" changed to "Contribute to Localization"
[ 2017-05-15 18:54:07 CET ] [ Original post ]
Hello!
In this update we didn't managed to prepare some new features, only a few important fixes which took more time than we expected, mostly with multiplayer, so it is no longer broken and you can fly, mine and construct ships with friends.
However quests and AI still can work incorrectly in multiplayer.
Also, adaptive scale of interface for high-resolution monitors is temporary disabled until we figure out what wrong with drop-down menu.
CHANGE LOG
Fixes
- Multiplayer: Fixed important bug which caused very significant lags in multiplayer games. Now lags is much less noticeable.
- Multiplayer: Now server will not lose ownership over its ship after someone connect to server
- Multiplayer: When you docked to ship of another user, you no longer able to detach his modules and control resource connectors
- Fixed "news" buttons in main menu
- Fixed mistake with upper case symbols in world generation window
- Fixed empty input field at world generation window
- Fixed empty drop down menus
[ 2017-05-07 00:39:22 CET ] [ Original post ]
Hello!
Users requested black? more realistic space quite a long time ago. We planned to add it only when interstellar travel will be implemented. But now we decided to add this option right now.
Now you can enable dark space background in world generation window.
Also we added new solar panel.
Besides that, important bug with save load now should be fixed.
CHANGE LOG
Improvements
- Added new module - small, fixed solar panel
- Added option to enable black space background in world generation parameters which will change color of background and color of ambient light and can be interesting for users who prefer to look at more realistic space
- Now you can rotate view using right mouse button even while you are going to place module preview. Preview no longer will be deleted when you press right mouse button and start to drag it. It will be deleted only if you press and release mouse button in almost the same position. This small fix should make construction more comfortable
- Added support for high resolution monitors. If your width resolution more than 1920 pixels, all interface will be scaled up
- Added new localization lines for solar panels
- Space background clouds now should be more optimized
- Small optimization for center of mass indicator
- Solar panels a bit optimized
- Fill indicators of storages now more optimized, they are inactive while not visible by observer
- An error when you sometimes can't save the game now should be fixed
- Fixed a situation when nuclear reactor can't produce energy after it consumed all available uranium
- Fixed an error when ship was destroyed while you are going to place preview of new module
- Fixed an error when ship was destroyed while center of mass indicator is enabled
- Fixed an error when you trying to select a module in build menu while active ship is destroyed
- Fixed description for buttons "Uranium" and "Set faction to mine" in sandbox menu
- For testing purposes, auto load of graphical settings on startup now removed on Linux computers, maybe it will solve a problem with main menu
[ 2017-05-01 18:35:36 CET ] [ Original post ]
Hello!
Main purpose of this update is important fix for save load.
Also we redesigned interface of options window.
It is a bit unfinished, some things looks not very good, but usability is definitely better than before (due categories) and we will improve it later.
Previous design
New design
CHANGE LOG
Improvements
- Tutorial: Now after you completed a tutorial, click on "next" button will return you in main menu (previously it did nothing)
- GUI: Options window is redesigned. Now it divided on categories and everything more clean and understandable
- GUI: Added option to disable glow effect (it is very optimized and can spare only a few FPS, however some users reports about incorrect rendering of glow effect)
- GUI: Added option to disable space background (it is also very optimized but some users have low FPS when camera looking at dense areas)
- GUI: Sliders for audio volume now shows its number values and have 10% step which is more comfortable to use
- Localization: Files updates and added 2 new lines
- Fixed an issue when sometimes after game loaded, some ships loaded multiple times and instant collide with each other
- Now you can't sell, for example 50 units of ice if station requires only 20. Maximum allowed number will be 20.
- Removed test F3 button which activated a tutorial
[ 2017-04-22 21:04:57 CET ] [ Original post ]
Hello, dear community!
Sorry for no news from us during so long time, but finally we completed the huge update and we glad to show you the result of our work!
First of all, we want to note that our goal for this update was to turn the game from "pure sandbox" into actually a game.
In this update we made a lot of big changes, and here is the most significant of them:
Tutorial
Added interactive tutorial. We realized that the game is quite complex and many people asked us for a tutorial. Also lack of tutorial was the main reason of negative reviews, so we finally added it! Tutorial does not explain absolutely every aspect of the game, because there is too much various features which should be explained and we will improve a tutorial later, but for now it should explain basics and make the game friendly for new users. Tutorial can be easily accessed right from main menu.
New space stations
Previously space stations was not too big, their size was almost the same as player's ships, but now we added completely new modules designed specially for space stations, , so now they look much more impressive. Such stations not only looks much better but also they are much more optimized than before, so now there are 12 stations in the system without significant loss of performance. You may note nice yellow lights which will direct you to correct docking port Also now you can repair your ships when docked on station Besides that, now space stations are stable and no longer should fall on planets.
Completely new interface for trading
Previous trading interface was so inconvenient that even we are not always understand how to use it :) But new clean and intuitive interface should make trading enjoyable.
Pirate ships
Before this update, enemy ships can be encountered only via sandbox tools (except one ship for combat missions), but now we finally added them as a part of normal game! Now many various ships may be encountered outside of starting planet and during combat missions. Also we glad that almost all ships was provided by community! We opened a new opportunity to participate and development so we received a lot of saved files with a ships.
The system is new, so for testing purposes we informed about it only people in the Discord chat in order to be sure that the system will work and efforts of community will not be wasted. Once we will be sure that everything works fine, we will inform everyone in this blog so everyone will be able to send us its blueprints. Ships from everyone which will be used for pirates and other factions.
Resource distribution and new small asteroids
Now various resources located in various places. You no longer able to build a warp drive using only resources from starting planet. Now if you want to find additional resources, you should travel to another planets, but during this you may encounter an enemies. Also we added additional type of asteroids, small asteroids which can be gathered relatively fast and will be destroyed with special destruction effect.
Procedural missions
Missions was implemented before, but it contained too many bugs. Now the system is much stable, now you may encounter many various types of pirate ships and interface is much more convenient and easy to use.
Reputation system
Now most modules is locked and you no longer can build a battleship right from the beginning. First you should gain reputation and unlock new modules. Reputation can be gained for missions, trading or hunting on pirates.
Significant optimization, physics stability and time acceleration
We significantly improve a physics and its stability! Now you can use time acceleration up to x8 without significant loss of simulation accuracy. This important fix makes the game much more enjoyable and if you love orbital maneuvering, now you can really perform it and waiting will not be so boring.
New visual effects
Added glow effect for many parts, such shield, warp drive, mining laser, debris and it looks very nice! This is how it looks with this effect on and off
Background completely changed, now it much beautiful and more optimized!
New modules
Added new small rocket launcher and new model for tractor beam which didn't had it before.
This is only the most significant changes, but you may find a lot more various improvements and fixes in full change log. Also we want to remind that you may discuss an update and communicate with us about everything in our Discord chat. link
CHANGE LOG
Improvements
- Added many new pirate ships which was created by community, those ships will attack outside of home planet and also will be used for missions as a targets
- Unity engine updated to version 5.6
- Added turret based rocket launcher which launch small unguided rockets with high rate of fire
- Added introduction message at the start of the game
- Added small energy shield
- Added possibility to change size of energy shield on X and Y axis separately
- Added special system which will spawn enemy ships with different complexity in different locations (on others planets you will encounter bigger and more dangerous ships)
- Added more stations to different planets and asteroid belt
- Now combat missions will send you against many different pirate ships, target will be chosen randomly
- Reputation system and unlockable modules
- Size of planet increased in 1.5 times. Mass and sphere of influence in 2 times.
- Added interactive tutorial!
- New game mechanics for NPC shipyard, now you may purchase modules when you are docked to shipyard (no longer necessary to keep your ship inside a shipyard.
- Shipyard removed. They has been so uncomfortable, now stations have engineering bay
- Brand new NPC space stations with its huge modules! Now it really looks like a space station. New names for space stations
- Trading interface and usability completely redesigned. Now it is much more intuitive and convenient to use.
- Added possibility to repair modules on NPC stations for credits
- Recourse distribution completely redesigned. Now not all resources can be found on home planet, so you need to explore other places for more rare resources.
- Added small asteroids which contains only 1 resource and can be gathered relatively fast after depletion, asteroid will be destroyed with special destruction effect
- A new asteroid will be spawned near planet each time when another asteroid is destroyed
- Added new model for tractor beam
- Now sandbox mode is disabled by default
- Now you will receive reputation and credits for each destroyed pirate ship
- Also you will receive reputation for trading
- Warp drive is improved and fixed. Now it have resizable radius and proper power consumption.
- Nuclear reactor now consumes uranium
- Many improvements for procedural missions, now the system works properly
- Amount of asteroids decreased from 400 to 200 for optimization purposes
- In non-sandbox mode only one type of the ship is available to start
- Starting ship now have solar panels by default
- Added button "Stabilize orbit", which will activate autopilot which will automatically maintain circular orbit around a planet or star, even if the ship will be affected by external forces. Manual control will deactivate this mode.
- Added sandbox button "Test spawn ships" which will spawn every type of enemy ship near your ship for testing purposes
- Added sandbox button to add Uranium
- Added new sandbox / debug tool, "Teleportation" which allows to move any object to desired point.
- Added possibility to repair modules for CR on stations
- Starting ship now have solar panels
- Each time when small asteroid is destroyed, a new asteroids will be created somewhere else
- Added button to sell modules of NPC station and also additional information about price of each module. Now damaged modules will be sold on reduced price depending on its condition
- Enemy ships now have less HP and less powerful weapons, otherwise, they are too strong
- In non-sandbox mode not all starting ships is available
- Added a lot of new localizations lines. All newly added lines was translated by Yandex translator, so it may contain a lot of mistakes which can be fixed by everyone who wish to help with localization.
- Optimization: Algorithm of structural integrity is significantly optimized, now destruction of ship it much more smoother and cause much less noticeable freezes
- Optimization: Default amount of asteroids is reduced for optimization purposes
- Optimization: Optimized rendering of trajectories
- Physics: Physics now more stable on x2 and x4 time scales (however, it is still less accurate than on x1, but it is more accurate on x0.5 and x0.25). Also now you can increase time scale up to x8 without significant loss of accuracy of simulation, which makes orbital maneuvering much more enjoyable.
- Physics: During docking, less massive ship will be moved to more massive (and never vice versa) which is especially important during docking to huge space station
- Physics: Added random factor to damage during atmosphere friction, as result, not all modules with the same HP exploded at once and overall explosion looks much better
- Physics: Collision damage reduced, modules will no longer explode on weak collision
- Usability: When player ship respawned, camera already located in default position
- Usability: Now mining laser have maximum efficiency not only at closest distance but also on some distance away
- Usability: Now mining laser will shut down automatically when the ship have no available free storage space for gathered resources.
- Usability: Now when camera target destroyed, the camera will continue to follow a position of destroyed object
- Usability: Now you can open shipyard menu by "B" hotkey
- Usability: Everywhere where you need to use left shift on keyboard, now you also may use right shift as well
- Usability: Now you can open shipyard build many by B key as well as for own engineering bay
- Usability: Camera focus (by T or GUI button) a bit more comfortable now
- Usability: Added possibility to lock view on a planet or star the same way as on any other target
- Usability: Console is improved. Added an option to display console automatically when any error occurs. Only red console lines now enabled by default
- Usability: Second click on "accepted missions" button will close the window
- Usability: Now you can click on "eye" icon near messages to select target
- GUI: Completely new GUI for trading. Previous GUI was very inconvenient and non intuitive. New one should be much better
- GUI: Completely new GUI for missions
- GUI: Added information about mining rate in mining laser window
- GUI: Added indicator for mining laser which provides useful information about mined resource, rate of mining and makes mining more enjoyable. Also now there is minimum distance to asteroids where you can mine at 100% efficiency
- GUI: Redesigned GUI circle for asteroids
- GUI: Now you can select a planet and find out its parameters
- GUI: GUI elements in left bottom corner of the screen a bit rearranged in order to fix a visual gap while sandbox mode is disabled
- GUI: Relative velocity window a bit expanded in order to contain longer words after localization
- GUI: Main menu redesigned, added buttons: Load, Single player, Multiplayer (Now people should not have question "where is single-player?")
- GUI: When you are going to dock with NPC space station, you will see a noticeable indicator (nice looking yellow lights) which will direct you on correct docking port
- GUI: Any notification now will be visible on screen at least for 20 seconds
- GUI: Updated description for "Show HP bars" button
- GUI: Now you can see drop zone circle for delivery missions
- GUI: Now you will see an indicator when enemy ship going to attack you, also you may click on this indicator in order to select those enemy ships
- GUI: Now you will see an information about price for module which is going to be sold and also colored notification if price will be reduced due damages.
- GUI: Added info about characteristics for rocket launchers on its interface
- GUI: Added panel which display required reputation for next modules
- GUI: Added possibility to display center of thrust and its relative coordinates
- GUI: After you completed a quest, you will see a message about gained reputation
- GUI: Added text description for all modules. Now much clearer what each modules supposed to do.
- Graphics: Space background completely replaced. Now it is looks more like a real galaxy and it is more optimized.
- Graphics: Added shadows
- Graphics: Added glow post effect for station's windows, shield generators, debris, tractor beam module and some others things
- Shield: Added activation and deactivation visual and audio effect
- Shield: Added small shield generator
- Shield: Now size of the shield may be adjusted by each axis separately, which makes it looks much better
- AI: NPC ships now know how to use their shield, they will activate it in combat mode
- AI: NPC ships now will attack player ships when he Is outside of his home planet
- AI: Enemy NPC ships will despawn automatically when in non-combat mode for a 2 minutes
- AI: Enemy NPC now react on nearby target and attack them
- AI: Enemy NPC constructed from the same modules, but it have less HP and less powerful weapons, otherwise, NPC is too strong and not interesting for gameplay
- AI: Now AI will use torpedo launchers against its targets
- AI: Now AI will continue fire even if some debris located on the line
- Balance: Fire rate (delay) for torpedo launcher changed from 1 to 10
- Balance: Both small maneuvering engines now have a bit different properties
- Balance: Consumption of uranium for nuclear reactor reduced in 10 times
- Balance: Reduced damage from collisions
- Balance: Rebalanced prices for all modules
- Fixed an issue when you can't build modules (due red preview) while FPS is low (however, it creates a problem for multiplayer, but we will fix it later). Actually, options "Compensate FPS" is removed and enabled by default, so now you will always have 60 FPS, if load is too much, the game time will be slowed down in order to maintain 60 FPS.
- Now camera properly focused on the center of mass
- NPC Stations now should be fully stable and they should not lose its orbit after a time
- Fixed audio and visual effect of mining laser
- Console no longer cause memory leak
- Now time 70m 20s will be correctly displayed as 1h 10m 20s
- Shield now properly protects against laser beams
- Fixed a short freeze when you deactivate resource connectors
- Physics now more stable on x2 and x4 timescale (however, it is still less accurate than on x1, but it is more accurate on x0.5 and x0.25)
- Engines now works properly on x2 and x4 timescale
- Fixed a situation when you can't transfer resources using a slider and you need to move it a bit
- You no longer can dock to the NPC station if you are not sent a request for docking
- Fixed an error when command modules was destroyed during manual control of turrets
- Total mass no longer displayed for debris and asteroids (it was incorrect)
- Now when turrets in auto mode, it will properly attack targets which are already in range
- Button "Remove selected ship" from sandbox menu now will remove entire ship even with rotors or pistons
- You no longer have access to NPC stations when docked to it (connectors, mounting points, etc.)
- You no longer can sell station's modules when docked to the station
- Fixed an error when game cannot be saved if second part of rotor or piston has been destroyed
- Cargo gate no longer have "useless" in its description
- Fixed respawn for new missions
- Fixed save/load for missions
- Proper prices for station after loading
- Container for delivery missions spawns always around the same planet where the stations located
- No longer possible to sell modules while not docket with shipyard
- Everywhere where you need to use left shift on keyboard, now you also may use right shift as well
- Fixed a problem when you can buy resources, credits will be spend but you will not receive a resource
- Fixed a problem with disappeared trade button
- Trading window no longer located outside of the screen by default
- Now docking port can be docked to station only if another port is activated
- Fixed an issue if command module will be destroyed during docking phase
- Fixed camera rotation when you press "reset view"
- Resized GUI panel for "relative velocity" value so now it can fit long words on other languages (German for example)
- You no longer can buy half of a rocket, or 0.3 of rocket, only integer number
- Fixed tooltip for HP button which was outdated
- Trade transfer panel on top by default
- Small shield have smaller maximum radius than a big shield
- Fixed fast spin of camera when you press "reset view" or focus on new target
- Indicator of forward direction now always directed in correct direction
- Fixed error when you try to build second command module on second ship
- Fixed error when docking port is destroyed, connected to another docking port but not attached to anything else
- Fixed own engineering bay after docking to station
- "Station count" and "Asteroid count" in world creation window now works again
- Fixed missed on-hover tooltip for engineering bay
- Fixed buttons for sell and repair modules on station
- Now you can properly use own engineering bay after you used NPC shipyard
[ 2017-04-19 20:58:54 CET ] [ Original post ]
Hello!
We decided to make the next update a bigger than usual.
Our main goals for the next update - create something which may be called "addictive gameplay" and also, make the game for new players as simple as possible.
We want to solve a problems which are described in negative reviews on store page. Most negative reviews related to the lack of tutorial, so detailed interactive tutorial will be added in the next update.
Also some people can't understand where is a "single-player" mode, so we added two different buttons in the main menu, as well as "Tutorial" button which launches the game immediately.
That is good for players who want to launch the game and jump in action immediately which is seems very important.
Also, some authors of negative reviews think that Celestial Command supposed to be a fully realistic orbital simulator with complex planing of "Delta V" and hardcore orbital maneuvering. But it is not. Celestial Command designed to be a space game with very basic orbital mechanics and simple navigation.So good interactive tutorial will explain that "orbital planning tools" is not necessary for gameplay and tutorial will explain how to move the ship without it.
Another main issue which described in negative reviews - a lack of content / possibilities.
There is interesting situation with this issue. Actually it is an illusion.
The game may have a lot of possibilities, but until the game have only sandbox mode and everything is available right from the start - you may think that there is not too much to do in this game. And the game will not fascinate most players for a long time.
This rule works almost for most games. Almost all popular games are successful due the "feel of progression". If a player will gather resources and perform tasks to achieve the more better and better abilities and items - the game will seems more interesting than a pure sandbox mode.
For example, the simple game without complex mechanics but with well designed "sense of progression" most likely will be much more successful and attractive than a game with a lot of complex features, but only sandbox mode without any sense of progression.
So this is an important problem of Celestial Command and we are going to solve it in the next update.
In order to do it, we plan to make new trading system, AI, new distribution of resources in asteroids, new prices for all modules etc.
Of course, it does not means that we will not to add new things. A lot of new things will be done in the next update.
For example, we already redesigned trading system significantly. Current trading system is terrible, even we are not always understand how to use it :) But the new trading system have much more comfortable interface and much easier to use.
Also, in order to make trading more intresing, we should increase an amount of space stations in the system. But current space station have very significant impact on performance due its size (it contains a lot of modules).
So in order to increase amount of space station, we decided to create completely new modules designed for space stations!
Such space stations not only looks epic, but also have much better performance than previous space stations which allows us to add a lot more station in the system with acceptable performance.
For example, this world with 12 stations runs on 90 FPS and it still can be optimized.
Usually we prefer to split such a big updates into several smaller updates. But in this case, we want to release it only when we will be sure that this next update will be really interesting and it will guarantee that after the next update, much more people will be satisfied with the game.
However periodically we will inform your about development and upload test versions in test branch.
If you don't want to miss those test updates, please join our Discord chat where we will inform you when new test update will be uploaded.
[ 2017-02-14 20:33:02 CET ] [ Original post ]
Hello!
New update with highly-requested advanced control for engines (sorry it took so long) and possibility to display center of thrust.
Now you can limit maximum thrust in order to align center of mass with center of thrust in order to avoid unwanted course deviation during movement.
Also, now you can easily use main engines using its own hotkeys (which will not conflict with default WASDQE movement buttons)
CHANGE LOG
Improvements
- Added advanced GUI for engines with possibility to assign manual hotkeys and limit maximum thrust
- Added indication of center of thrust (this option combined with "center of mass" button)
- Improved optimization of control buttons, especialy for engines, pistons and rotos
- Language files updated
- Fixed an error when the chat may be broken after a message was sent
- Fixed an error when magenta's lines in console can't be cleared by "Clear" button
[ 2017-01-23 22:16:26 CET ] [ Original post ]
Update 0.78 Alpha - Public servers and new modules
Public servers! Yay!
It was quite a hard task to understand how to work with Steam API. And we still did not understand it completely. For example, you still can&#039;t join a friend&#039;s game by pressing &quot;Join game&quot; in Steam chat.
However, we managed to figure out how to create global servers using Steam master server and now you can pick server from the list and join it!
4 new modules and new starting ship.
New modules makes maneuvering engines a bit smaller and new cargo container have additional mounting points, as result, starting ship now is much more customizable. Blue containers indicates possible mounting points.
New small engines with nice looking blue effect.
Actually, it is not very realistically, if each engine will hve its own visual effect, because in real world, the color and the type of the flame depends mostly on type of fuel and oxidiser. But we decided to make this simplification in order to achive more diverse visual effect
Newly added ingame debug console
New radar icons
Pistons and rotors in multiplayer works surprisingly well!
CHANGE LOG
Improvements
- Added public servers!
- &quot;Join multiplayer&quot; GUI has been changed. Added separated buttons for server list and direct IP connection
- Added GUI window with servers and possibility to sort a list by name, players or ping
- Added notification when client disconnected from a server
- Added 4 new modules (2 engines, 1 structural component, and 1 cargo container)
- Starting ship is redesigned, now it have additional mounting points and more possibilities for further customization
- Radar now displays debris with different icon so not you can distinguish debris from neutral modules. Also, player-owned ships marked with magenta color, which is usefull to identify others players in multiplayer.
- Added in-game debug console (it can be opened by ~ key or via button in sandbox menu) which can be useful for bug reporting
- Now icons of modules in build menu generated automatically (previously it was manually created screenshot), as result, now all icons have correct looking and the same visual style
- Buttons in build menu rearranged in order to match correct category (rocket launcher in weapons, shipyard in production, etc.) also added two new categories
- Weapons can be installed on turrets using shift + click (the same way as regular modules)
- Due request, &quot;Duplicate ship&quot; button returned back in sandbox menu. Now it a bit improved and uses the same &quot;check free space&quot; method as a ship loader.
- Added option to invert mouse axis for camera control
- Optimization: Huge performance improvements for module mounting points, it no longer cause extremely low FPS when enabled near a radar or turrets
- Audio: Added low frequency hum for the star (it can be heard at very close range)
- GUI: &quot;Rename ship&quot; window a bit redesigned
- GUI: Rendering of selection box is a bit optimized and improved (it no longer have spiky corners)
- When the game launched, the camera already located in correct position and does not move
- Star glow effect no longer have visual noticeable rectangle borders
- Star glow effect now have correct orientation at close range
- Now AI stations have infinite energy for its modules and weapons
- AI stations still have infinite fuel even after game was loaded
- &quot;Getting started&quot; window no longer closes immediately right after you pressed &quot;don&#039;t show again&quot;
- &quot;Rename ship&quot; window is fixed (it was accidentally broken at previous update)
- &quot;Direct solar panels&quot; button of command module now works properly
- Fixed incorrect bounds of solar panels and lasers (visible blue frame was larger than actual model)
- Chat works again
[ 2017-01-19 18:20:46 CET ] [ Original post ]
At the current stage the game have quite a lot critical bugs and various flaws which interfere you to fully enjoy the game.
Seems like at this points we no longer should add any new big features, at first, we need to fix all critical bugs, issues of usability and polish already existed features.
Also seems like stable multiplayer with public servers could be very important feature which may brings a lot of new players to the community, so we decided to make multiplayer fully stable and reliable before to develop any new big features.
So the next few updates will be directed mostly on fixes and small improvements.
CHANGE LOG
Improvements
- Rotors and pistons now works in multiplayer
- Added visual fill indicators for power storage and small cargo container
- AI stations now have infinity amount of fuel and energy for its engines and weapons, it allows them to keep their orbits for a longer time and now they are more stable (however not 100% stable yet)
- Splash damage of rocket is temporarily removed, because it caused undesired behaviour when hit shield or another rocket . Now rocket causes 100 damage to single target. Later splash damage will be improved and returned back.
- Added button "Open folder" in "Saved ships" window which opens a folder with ships using file explorer
- Saved ship no longer can be placed inside another ship. It checks for some free space in order to load a ship
- "Duplicate selected ship" button has been removed from the sandbox menu, because its functionality already replaced with ship save/load manager
- Added sandbox button " Set faction to mine" which allows to obtain an ownership o any ship. Can be useful if you loaded a world of another player or in order to debug AI stations
- Laser weapons works again
- Turrets now can be controlled when located on the second part of rotor or piston
- Now a name of world file may contain a dots
- It is no longer possible to buy modules from shipyard outside of shipyard area
- Fixed rendering issues of some bold and italic style fonts
- Fixed a crash on quit (The game no longer offended when you close it)
- "Auto connect" button of Command Module now works correctly for power connectors
- If you enabled resource connectors and storage icons and if you will start dragging resource icon from one container to another - you no longer will grab resource connector which located under storage icon
[ 2016-12-23 21:34:09 CET ] [ Original post ]
Finally! It works!
It was very complex task and it took much more time than we expected, but hope you will like these new modules.
Besides that, we gain extremely important experience while developed this feature.
The change log may seem quite small, as for 2-month update, however the first 4 items in the list was very hard to implement.
The reason, why it took so long, because earlier the architecture of the game does not suppose to have ships which consist from more than 1 physical object. Earlier 1 ship = 1 physical object, and for example, if two containers belong to the same physical object - it means they belong to the same ship and you may transfer cargo between them, control them, connect its connectors to each other etc.
But now, second parts of rotors and pistons and everything what attached to it - it is another physical object. So the ship which have one rotor or piston now consist from 2 physical objects, however the previous architecture thought that it is two different ships, as result, you cannot transfer or setup anything between those two parts. You can't even save entire ship, instead, it will save only selected part.
Another complex task which was solved it is find a way how to update physical joints when a ship losses its modules and splits on smaller parts.
So, in order to solve those problems, we made a lot of changes in many key systems, and now it works!
Also, the situation with docking port was similar with rotors and pistons. As result, now when you going to save specific ship, it will be saved and loaded with all docked ships. It may be useful for large carriers.
Another important feature, now you can build docking port right on top of existed docking port. So now it is much more convenient to build new ships.
However, despite we solved a lot of main bugs, there is still a lot of them. The system is too complex to solve all bugs at once. Besides, we worked on this update too long, time to release it when it became stable.
Icons changes its size depending on zoom factor
Also, the new system so complex, so we don't have a time to adapt new system for multiplayer. So, rotor and pistons completely does not works for multiplayer and probably causes bugs.Also, since we made many changes in core systems, previously saved files is not supported.
CHANGE LOG
Improvements
- Added rotor module
- Added piston module
- Docking port can be build to existed docking port (now it is much more comfortable way to build new ships)
- Now ships can be saved with all docked ships (useful if you created large carrier)
- Now default AI stations placed by the save load system (their have own file in "NPS" folder and actually you can replace them if you want), also now it is much easier for us to design new AI stations and ships.
- AI shipyard stations is redesigned
- AI enemy ship is redesigned
- Small ballistic cannon now have burst fire
- Unity Engine updated to version 5.5
- Reaction wheel have two additional mounting points
- Now ship files contains information about date, time and version when this file was saved. This information is invisible (will be added on GUI later) but allows to notify you when file from previous version no longer supported.
- The game will warn you if you will try to load ship file which was saved before version 0.77
- Optimization: Now ships recalculates its mass only one time per second, it significantly improves performance, especially for large ships.
- Optimization: Displaying of mounting points no longer cause significant FPS drop
- Optimization: Slightly better performance when a ship attached or detached a module
- Optimization: Better performance for mining laser during mining
- Optimization: Better rendering performance of ships icons
- GUI: Now "Show HP" button displays hit points only for damaged modules
- GUI: Better rendering for lines of waypoints and engineering bay task list (thanks to Unity 5.5)
- GUI: Now Storage Icons changes its size depend on zoom
- GUI: Added DPS values for all cannons
- GUI: Added "Don't show again" button to "Getting started" window
- GUI: Orbital Parameters window now appears in right bottom corner on the screen (not somewhere in the center of the screen)
- GUI: Icons of modules in the build menu now have more minimalistic design
- GUI: Added icons on "Language" button
- Localization: Added Traditional Chinese language
- Localization: Added Japan language
- Localization: Language files updated, added new text lines for all newly added texts
- If a star system was saved with different factors (star mass, engine thrust etc.) it will be loaded with the same factors.
- Laser parameter "Max thrust" renamed to "Max range"
- Crew members no longer complains when you move food from one container to another
- Crew members no longer can consume food from detached container
- Save/load of game settings now works properly
- You no longer can buy modules from shipyard while preview located outside of shipyard
[ 2016-12-15 18:47:41 CET ] [ Original post ]
Hello!
Today, 21 November 2016, our project already 2 years in the Steam!
We are very grateful that you are with us. Thank to your support, the game becomes better and better.
We want to compare some screenshots from today and one year old to show a result.
Firstly, you may check our previous anniversary post.
One year of Celestial Command
One year ago, the game had 2D graphics.
But we are completely redesign all modules and now the game have full 3D graphics so you may observe the modules from any direction.
Interface became even better and more convenient.
Added possibility to repaint your ships.
Added more functionality for modules, multiplayer became more stable. Added trading, missions and seems like quite a lot changes during this year! :)
Today we planned to release a large update but unfortunately it require more time, so we cannot release it today. The next update will bring rotors, telescopic piston and some important improvements.
Also we actively develop a support of Steam Workshop so you will be able to share your ships!
We will try to release the next update as soon as possible and make the game even better!
Thanks you for you support!
[ 2016-11-21 19:02:29 CET ] [ Original post ]
Preview of the new feature which will be added in the next update. Physically based rotary corridor or simply saying servo motor.
Before it will be released we should to adapt it for save/load, multiplayer and ability to control modules which located on the other side of the rotary module.
[ 2016-11-10 01:08:46 CET ] [ Original post ]
Update 0.76 Alpha - GUI Icons, Usability, Warp Drive Effect, Laser Accuracy
Hello!
Mainly this update directed on GUI improvements and overall usability.
We gathered your suggestion from the forum and implemented some of them.
Previous interface
New interface
New effect for warp drive
Color of trajectory represents its status
High accuracy laser turrets
New dialogue windows for ship save-loader
CHANGE LOG
Improvements
- Added new visual effects for warp drive (including effect after arrival at destination point)
- Turrets now have 100% accuracy, so now it will be directed accurately at desired target even for fast moving target or in case of fast angular velocity of the ship. As result, automatic turrets and NPC stations is capable to destroy incoming debris and rockets with high accuracy.
- Improved GUI of color picker (added bar with selected color), added customizable color presets which saves between game sessions, added possibility to pick color from existed module, added possibility to automatically paint module after construction.
- Added a lot of new icons on interface buttons instead of texts, so now interface looks much more convenient, besides it solve a problem of localization if translated texts is too long to fit a button.
- The design of build menu has been improved
- Usability ship save-loader is greatly improved. Now it has convenient dialogue windows with various options (pick name, rename, overwrite, etc.)
- Now a trajectory of the orbit changes its color according to its status (stable, descending, escaping)
- Symbols "A" and "P" returned back on apoapsis and periapsis icons.
- Language files updated, added new text lines for all newly added texts
- Added button/link to Discord chat in main menu
- Lasers no longer can hit invisible waypoints
- You no longer can control your ship while editing a text in any input field. It worked before, but now it more reliable and solve the problem when you can't control your ship while chat is open, but text field is hidden.
- Fixed description of "Pin Trajectory" button
[ 2016-11-02 21:50:08 CET ] [ Original post ]
Since we released a tool to save your ships, it is important to keep saved files stable and reliable. From this point we will try to avoid any wipes. If your saved ship will not load for some reason, feel free to send us a save file to celestialcommand@yandex.com We will analyze the file and will try to fix it. Also, we just uploaded a small fix which allows to load save games which was saved before corridors obtained an ability to work as cargo containers (version 0.752 - 0.753)
[ 2016-10-16 00:18:07 CET ] [ Original post ]
Hello!
This update took more time than we expected, but now it is possible to save your ships in external files and load again!
Also it is possible to load ships for specific faction, including AI factions which allows to create some large scale battles using premade ships.
http://steamcommunity.com/sharedfiles/filedetails/?id=781444193
The ship browser still will be improved to have better usability. For example, more convenient way to override existed files and possibility to update screenshot of the saved ship, but it will be slightly later.
Thanks! :)
CHANGE LOG
Improvements
- Added possibility to save ships to external files and load again. This feature also works for multiplayer since ship data can be transmitted to all connected users.
- The StartSplash screen style was changed to design with dark background (light background was too bright)
- Linux: Thanks to our Linux testers, we found why the game wont start on Linux. Turned out the problem in anti-aliasing, for some reason Linux can't handle it. We disabled AA for Linux and now Linux builds works again. Later we will try to figure out how to return back AA for Linux, but it is not a priority for now.
[ 2016-10-15 18:54:26 CET ] [ Original post ]
We added new visual effect of the energy shield and recorded a PvP action from two points of view.
Here is a result :)
Full videos:
http://steamcommunity.com/sharedfiles/filedetails/?id=776139172
http://steamcommunity.com/sharedfiles/filedetails/?id=776139171
CHANGE LOG
Improvements
- Improved visual effect of energy shield
- 2x1 Adapter also may work as cargo container
- Language files updated
- Fixed "invisible" model of fuel generator (now definitely fixed)
[ 2016-10-07 03:04:34 CET ] [ Original post ]
Small hotfix of fuel generator and some additional changes.
CHANGE LOG
Improvements
- Now all corridors works as cargo storage, each type of corridor have different capacity, but it is less effective than normal cargo container
- Audio effect of mining laser is changed, added activation effect
- Outdated option "Enemies amount" removed from world creation window
- Language files updated
- Fixed impact point of visual effects of lasers
- Fixed "invisible" model of fuel generator
- Option "Stations amount" in world creation window now works again
[ 2016-10-06 00:33:47 CET ] [ Original post ]
Hello!
Color customization feature is finally implemented!
Also small cargo container was redesigned.
CHANGE LOG
Improvements
- Added possibility to repaint modules in desired color! This feature work properly in multiplayer and after save/load.
- Small cargo container is redesigned, it no longer so thin and looks more spacious
- A types of generated stations no longer a random. Amount of stations now always 3, one of each type. So it is no longer possible that the planet will lack a station of specific type.
- Model of small command module and fuel generator significantly optimized (in 10-20 times)
- Language files updated, added simplified Chinese
- Connector and connection line color for power storage is yellow (not blue)
- Icons of resource connectors slightly redesigned so rotation of camera no longer important
- Solar panel no longer can be blocked by invisible waypoint object
- Now is possible to complete delivery missions without a grabber (by attaching a container to your ship and detaching near the destination point) and this method will work properly
[ 2016-10-04 19:59:27 CET ] [ Original post ]
Hello!
We are pleased to announce that after almost two years of development, we are ready to move the game from Pre-Alpha to Alpha state!
Of course it does not means that we will not add huge improvements! We plan to implement a lot of new features, such as heat system, better production, gathering resources from planets.
However, that means that the game concept became quite stable (for example, we will not return back to 2D graphics and do not plan to add movement in 3 dimensions), and the game now have many important features, such as save/load, multiplayer, trading, missions. Our first release didn't had any of these features.
Seems like we made a lot of progress during this time. Just compare our previous Greenlight Trailer and Early Access Trailer with the new Alpha Trailer
But still many things will be done :)
Also we updated the text on our store page, screenshots and uploaded a new trailer.
Thanks to your efforts, now the game have translations on many languages, and we added this information on the store page.
Besides that, we decided to show our project on the main page of Steam Store. It will be first attempt during entire development.
We hope to achieve significant increase of revenue, because we have an ideas how to significantly improve speed and quality of the development, but this will require additional finances.
We just want to let you know that most finances will be spent on further development, not on our personal needs.
Thanks you for your support!
Stay tuned, more amazing features still need to be done!
Note: This small update it is an addition to previous large update 0.7492. Check it for the full changelog.
CHANGE LOG
Improvements
- Languages files updated
- Game no longer break when you exiting to main menu from paused game
- Fixed audio effect when module placed and some others audio effects
- Fixed name: Asteroi -> Asteroid
- Options window extended so "full screen" button no longer overlaps with "apply" button
- "Default" language removed from the list
- When language is changed, on-hover tips also changed and does not requires to restart the game
- Tip "Right click: Sell" removed when you hovering storages of docked NPC stations
[ 2016-10-01 18:15:48 CET ] [ Original post ]
Hello!
Thanks for your participation in our survey about new price of the game. We are very pleased that most people thinking that our game deserves more!
In order to take into account an opinion of each voice, we decided to calculate an arithmetic mean
Here is a spread sheet with calculations:
Note: 11.13 = 1758 / 158
Let's round to closest value, and the new price is 10.99$
Thanks you for your support!
[ 2016-10-01 15:31:50 CET ] [ Original post ]
Hello, dear community!
Missions is finally implemented! Not too many, but we will add more types of missions based on this system.
Also we returned back a construction drones! These yellow little things makes construction process much better :)
Besides that, we made some significant improvements in world creation and AI of turrets. Check change log for more details.
Thanks!
CHANGE LOG
Improvements
- Now some station may provide you a procedural generated missions! (Only 2 types of missions available for now, return cargo container back to station and destroy a pirate ship)
- Build drones returned back! And now it have nice looking 3D graphics! Drones can't be destroyed and does not required a fuel, basically it is just an animation for engineering bay
- Now planets have always circular orbits. Despite the fact that slightly elliptical orbits is more realistic, it bring no additional interest in gameplay, but adds unreasonable complexity into gameplay and navigation. Also, elliptical orbit requires move space of star system, as result, system became bigger, but large distance cause performance issues.
- Added edge of the star system, objects outside of its border should be returned back within 60 seconds, or will be deleted. (Despite the fact that game world have infinite size, if some objects located too far away from center of the scene, it will start to shaking, so addition of border is required due technical reasons)
- Random enemies no longer appears in random positions around planet (it replaced by combat missions)
- Thrust of engines of rocket decreased in 5 times, as result, the rocket have shorter range and lower speed
- Auto mode of turrets works again
- New actions for turrets: Target debris, Target rockets and Auto mode works again (it will attack enemies)
- Improved AI of turrets, it will not attack a target if it will detect a possibility to miss the enemy target and hit another, friendly target.
- Now stations have names according to its role
- Shipyard-station now armed with defensive lasers, it will automatically shot enemies, enemy rockets and debris (and will try do not hit a friendly target)
- Improved sandbox tool "Duplicate the ship" and added several buttons to create duplication for specific faction. It allows to create a fleet of friendly of enemy ships
- Now collision damage based not only on velocity of impact, but also on mass of collided objects. So collision with an asteroid much more dangerous than with small debris. Collision with small debris no longer so devastating.
- Angular velocity now displayed with 3 digits after the decimal point (not 2)
- Much better usability of station services. Buttons (Dock, Shipyard, Trade, Missions) located in the same place with detailed on-hover tips.
- Further improvements for localization. All on-hover info texts and names of modules added in txt files and ready for localization. We would ask you to help us with these new texts. :)
- Modules no longer functional until not completely built
- Fixed description of "Rename ship" button
- Sandbox tool "Duplicate the ship" works without an error
- Hotkeys no longer works for modules which detached from the ship
- Fixed visual vibration of launched rockets and its engine visual effect
- Default camera position rotated on 180 degree, so global 0 direction - up, 90 - right, 180 - down, 270 - left
- Missions and AI of turrets works incorrect in multiplayer
- Only Charging Stations may provide missions, that is incorrect and will be fixed
- A reward for mission is random and unbalanced, sometimes it provides too much CR
- Turrets may have incorrect accuracy when trying to hit small debris from a large distance
[ 2016-09-30 00:41:22 CET ] [ Original post ]
Hello, dear community!
We want invite you to participate in simple survey, it will takes less than 2 minutes of your time.
Details here
[ 2016-09-24 17:44:48 CET ] [ Original post ]
Hello!
The multiplayer is finally playable! Not a fully stable yet, but much more stable and smoother than before!
We spent a lot of time on this update, but we managed to solve a lot very important bugs in physics and multiplayer, so now, situations when your ship may be destroyed by random explosion should be encountered no so often.
However, it still might happens and we will continue to improve stability in the next update.
What about next update. We decided to start (continue) working on procedural missions. Seems like it is time to add various game goals which will be able to catch your attention for a long time. We will keep you inform about development of the next update.
Check both "Improvement" and "Fixes" changelog for more information about this update.
Thanks! :)
CHANGE LOG
Improvements
- Multiplayer is much more smoother now!
- Added possibility to slow down time
- Usability of mounting points is improved - added visual line of possible connection and also distance and angular threshold is changed, so now it is more easy to connect modules.
- Graphics: Long fuel tank is slightly redesigned
- Graphics: Background or main menu is slightly changed (camera have different position)
- Graphics: Solar panels is slightly remodeled and obtained a texture
- Optimization: The algorithm of mounting points is optimized, now smaller part joins the larger, not vice versa.
- Optimization: Physics performance should be increased by about 5-20%, especially for ships with large amount of storages and corridors
- Optimization: Physics performance of an asteroids improved in about 4 times
- GUI: New chat window, with "send" button and resize possibility
- GUI: New connectors link with possibility to switch on previous version
- GUI: New cursor selector link, different for near and far distance
- GUI: Interface of main menu is slightly redesigned, also now it flexible and adapted to low screen resolutions (1366 or lower)
- GUI: Interface of game is slightly redesigned, left bottom and right top corners now have more compact layout, plus some others minor changes in the interface.
- GUI: Added notification when you sold a module for shipyard
- GUI: Added notification when the game is saved by button in game menu
- GUI: Added color variations for notifications (they are no longer all red)
- GUI: Added navigation markers around the star system which indicates direction to 0, 90, 270 and 360 degree.
- GUI: Ship label no longer displayed for currently active ship
- GUI: Added interface button which shows HP bars for active ship
- Multiplayer: Now connected players can use shipyard properly
- Multiplayer: Debris synchronization done
- Multiplayer: Debris collection and salvage now works
- Multiplayer: Trading now works
- Multiplayer: Move order by right click now works
- Multiplayer: Chat no longer support html tags (and do not allows to broke it)
- Multiplayer: A lot another fixes of multiplayer!
- Solved polygon flickering for all modules where this problem appears (corridors (all 3 types + corner), structural beam, 2x1 adapter, radar and solar panels)
- Fixed an important bug, when placed module may appear not in the same position where its preview was located before the placement (appears near a modules with corner (45 degree) mounting points)
- Fixed another bug in ship editor where a couple of mounting points of the same ship can be attached to each other even if they are not close to each other, or when it may be highlighted with green color
- New modules no longer can be built on any ship except your own or docked ships
- Now you can attach modules only if other object is belongs to you or it is neutral (no longer can attach to NPC stations or others players)
- GUI: Fixed a lot of small errors in GUI layout
- GUI: Information about price of module always fits the screen size
- GUI: Engineering bay no longer offers to deconstruct an asteroid
- GUI: Now line of trajectory starts from center of mass (instead of center of object)
- Icons of mounting points is a bit optimized
- Warp drive no longer grabs objects located far away from its warp bubble
- Added special monitoring system which will try to find an objects which may cause an explosion after docking with it. If it will find such object, it will ask to send a report to us. This will help us to determinate, did we solved an issue with random explosions or not.
- A problem when flickering (red-green) preview is partially solved, added new option "Compensate FPS", when it is enabled, it will solve this problem, but it can't be enabled in multiplayer game. Later it will have more stable fix.
- More correct inertia tensor for single modules.
- NPC Solar Station now correctly use its reaction wheel.
- Prices of modules now rounded to integer value (90.000 fixed to 90)
- Asteroids have correct mass and inertia tensor (much more massive and harder to move)
[ 2016-09-06 12:49:07 CET ] [ Original post ]
Some preview of changes for the next update.
What do you think, which is better?
Previous
New
Previous
new
[ 2016-08-06 09:40:49 CET ] [ Original post ]
Discord it is a new amazing chat service, it have very high quality, and comfortable to use.
We invite everyone who want to discuss something about the game or ask a question. It is more easy to use than a Steam chat, so if you want to ask a question directly to us, Discord will be more preferred.
Also, we ask all localizations and testers to enter in Discord chat, so it will be much easier to communicate.
By the way, we are searching for Linux testers, if you want to help, let us know in the chat :)
https://discord.gg/HY4XJaK
[ 2016-07-26 22:57:22 CET ] [ Original post ]
Hello!
We should apologize, because we didn’t fixed important bugs for quite a long time. Physics, orbits and overall stability and convenient of build new ships - is the most important things in the game. So in this update we worked on all of these aspects to make it comfortable to build and solve all bugs which may cause random explosion of your creations.
Despite we made many tests and solved explosions in some situation, there can be more of them, so such bugs still may exist in the game. Physics and collisions is quite hard to debug, but eventually we will make it fully stable.
Also we added highly requested hydroponics module, solved several bug of physics and many other things.
The next updates will be mostly targeted on further fixes of the most important bugs in physics, ship constructor and multiplayer.
Thanks! :)
Correct hyperbola trajectory
Smooth rotation of preview
Correct collisions
Correct velocity inheritance
CHANGE LOG
Improvements
- Added hydroponics module (with interface)
- Added more parameters to customize game world, now you can customize physical properties in the world such as mass, fuel consumption, gravity etc.
- "New world" window GUI is redesigned
- When you detach some module from your ship, it will inherit correct velocity and angular velocity, yay!
- Devastating collisions is improved, the ships will continue its velocity after impact (as in early trailer) but now this feature no longer causes random explosions during ship construction. Also damage from collisions increased in 3 times.
- Debris which remains after modules, will not collide with anything during first 2 seconds, it will prevent instant collision right after appearance. Also it will not activate its collider while located inside something else.
- Added new trade station, designed by community member It have proper trading setup (supply power and demand fuel)
- Resources now may have different base price (however for now, all resources costs the same, except energy)
- Added new button to a command module "Setup power chain", it will connect all power storages to each other so it will be connected as a single chain. The next "auto connect" procedure will automatically connect all power generators to first storage in chain and all power consumers to last storage in chain. Also NPC stations uses it to setup its power system
- Lags in multiplayer now should be much more weaker! However, it is still exist.
- Maximum time acceleration lowered from x8 to x4 (for performance purposes, also it makes multiplayer more smoother (see item above))
- Added new resource, ammo. Kinetic cannons requires it in order to fire. For now can be added only via sandbox tools. Energy cannon requires energy in order to fire
- Energy cannon no longer have recoil force since it does no requires ammo (only energy)
- Camera behavior is much more stable now. It is no longer shakes when your ship detaches its modules. Also "smooth follow center of mass" is disabled, because users know better when and where move the camera, and this movement just interfered to build the ship
- Added GUI button on the left edge of the screen "RTS Control", when activated, you will be able to control your ships with a mouse click, or you can deactivate it if it interfere with you during ship building
- Now when you rotate preview of module left or right, it will change its rotation not instantly, but smoothly
- When you pressed "Pause" in game menu, you can release it by pressing "Continue" (no necessary to press "Pause" again)
- Language files updated from Github. Thanks! :)
- Trajectories with eccentricity larger than 1 (parabola or hyperbola) now displayed again and it shows a correct trajectory!
- Full screen mode is enabled by default (it solves a flaw when the game window appears between two screens, for computers with two monitors)
- Save/Load for sandbox mode (Worlds can be loaded with sandbox mode On or Off)
- NPC Shipyard is slightly redesigned, with correctly located docking ports, solar panels and working radar
- Localization of names of resources works correct
- Rocket launcher works again
- Grabber: Fixed an issue when grabber sometimes may lose its grip, but its lights still glows green
- When you deconstructed a module using an engineering bay, it would not leave a debris after itself
[ 2016-07-26 22:29:45 CET ] [ Original post ]
Hello!
A huge thanks for everyone who helped us to translate the game on other languages! We received a lot of offers to help. First results was created super-fast! Thanks you a lot!
Also we added a button right into the game, which direct on the Localization guide.
And some new features:
http://steamcommunity.com/sharedfiles/filedetails/?id=719272793
CHANGE LOG
Improvements
- Thanks to the efforts of our wonderful community, we added translation on 6 additional languages (German, Spanish, Italian, Netherlands, Portuguese, Russian) plus fixed English language, hooray and thanks you very much! :)
- Added NPC Shipyard, where you can construct or sell modules for credits!
- Added new module, a Shipyard
- Added salvaging. Each module after destruction will remain a few small debris which can be collected with Cargo Gate and converted into resources
- Added visual effect of atmosphere insertion and friction (in combination with the feature above, ship explosion in atmosphere now creates large "fire rain"
- Random starting altitude of ships or asteroids is slightly closer to "medium altitude" instead of atmosphere and gravity borders
- Message "This ship does not require this resource" changed to "This trader does not demand *Resource Name*"
- Oops, no significant bug fixes in this update, we will make some next time
[ 2016-07-07 05:45:37 CET ] [ Original post ]
Hello!
Suddenly we decided to add an ability to upload external language files and change the in-game language!
So we are gladly invite you to participate in localization!
Please refer to this guide for additional information.
http://steamcommunity.com/sharedfiles/filedetails/?id=714343868
We are very happy about this opportunity of collaboration with community! :) Also, now someone may fix mistakes in our English. :)
Besides that, we implemented "relative waypoints" and some other improvements. Check the changelog for detail information.
Thanks! :)
New module
New 3D engine effect
Ability to set waypoint relative to another object (something goes wrong during recording) :)
Control of relative waypoints a bit complex, here is how it works, you need to hover desired target with the cursor then click near it or move cursor away to release "relative" mode. In next update we will make control more intuitive.
CHANGE LOG
Improvements
- Localization! All in-game texts rewritten and now we can upload external txt language files. Also we created GitHub repository with language files, so anyone can help us to translate the game on any language! (And correct our English) :) Localization Guide
- Starting planet is always terrestrial type
- Now you can select starting ship from the several proposed variants
- Now you can set waypoint relative to another object. It is useful for docking or to keep formation of your fleet
- Added new module, Corner corridor (it replaces corner frame)
- Added new module,2x1 adapter (like 2x1 frame but solid)
- New chemical engine visual effect
- Recoil force of each cannon increased in 10 times so now it is more noticeable, especially for light ships
- Projectiles now transfer its kinetic energy to target (objects will be pushed away by incoming projectiles)
- Now preview of module will have green or red color when it can be or can't be placed
- When you give movement order for your ship, default direction of waypoint will be equaled to current direction of the ship
- Added default hotkeys for solar panels (O - Open/Close, P - Switch Direction)
- Added default hotkey for mining laser (1 - Toggle)
- Added default hotkey for grabber (Space - Toggle)
- Added default hotkeys for turrets (2 - Toggle manual control, 3 - Toggle range visualization, 4 - Toggle auto mode)
- Hotkeys for modules now highlighted with yellow color
- Added new button to command modules: Direct solar panels - Once activated, all solar panels on the ship will be directed in front direction. Useful in order to align solar panels from left and right side
- You may display HP bars for all your ships by pressing H key (can be designated in options), it allows you to quickly check which parts of your ships need a repair
- Mining laser no longer damages asteroid during mining (it prevents asteroid destruction before resources will be extracted completely)
- Cargo Gate now have correct collider so it can be attached properly
- Your ships no longer unfolds its solar panels without your order
- Hotkeys "Alpha 1-9" now have correct names (1-9)
- If ship will be destroyed, it will remove its waypoints
- Corner and 2x1 Frames now have correct collider
- Waypoint handle no longer can be hit by cannons
- You no longer can control your previous ships after you pressed respawn button in game menu
- Now when you click RMB (in order to clear build mode) the ship will not got movement order
- Fixed this error: "The energy icon stays empty after moving all energy from a power storage, even when recharging"
[ 2016-06-30 22:53:49 CET ] [ Original post ]
Hello!
Sorry for some delay, we planned to release this update at Monday, but turned out we need to fix some things.
So, despite some bug fixes, this update brings only one, but important core feature - RTS like control. This feature was planned long time ago, also it is a second part of the name.
"Celestial" - already in the game, in a form of orbits and planets. Now it have a "Command" :)
However, this feature is not ready yet, in further updates we will add more type of orders. For now the most important is ability to dock to another ship which will allow to add NPC trade ships.
Also due this new AI system, AI of trade station was a bit changed, and we made some work in order to avoid conflicts between camera control direct control and RTS control. For example, camera can be rotated by right mouse button, but ship can be moved also by right mouse button if the button was "down" and "up" In the same position.
Also if you will try to control the ship manually, AI will release control, it can be useful to quickly take control over a ship.
By the way, if you select your ship and click somewhere near it, it will work like "keep circular orbit" autopilot - some time ago it was a highly requested feature. Hope you will like it. :)
Unfortunately, AI ships still can't attack you so there is not so much combat gameplay. But we will add it soon.
Thanks!
CHANGE LOG
Improvements
- Added an ability to control your ships by select and mouse click like in RTS games (only one type of orders for now, movement through waypoints)
- Resource links between containers now works properly, also engineering bay is able to unload recycled resources back through the chain
- "Build Menu" and "Stop Tasks" returned back to Engineering Bay
- Time acceleration no longer switch music to the next track before finish a playback
- Fixed vibration of cursor position (noticeable during positioning of module preview or warp target)
- Fixed saveload of resource connectors
- Auto connect button works properly
- HP bars returned back
- Hangar Gate fixed and no longer breaking an editor
- Nuclear Reactor fixed (but still uncompleted)
- Safe mode for turrets returned back (it will not shoot at your ships)
- Fixed this error: "The energy icon stays empty after moving all energy from a power storage, even when recharging"
[ 2016-06-01 22:27:25 CET ] [ Original post ]
Hello!
There is a quick fix of bugs reports in this and this threads. Plus some improvements of resource connectors.
Since we removed visual connections between modules (it impacts performance too much) many modules have a visual gap between neighbors. We will gradually modify all of these modules to solve this during several further updates.
Also, we are very glad that you like our big 0.73 update. Thank you! :)
CHANGE LOG
Improvements
- Radar model slightly redesigned and optimized, added one additional connector. Connected modules no longer have a gap between its model and radar.
- Mining laser model slightly redesigned and optimized, visual gap is removed.
- When resource connectors which belongs to storage connected to another storage, it no longer transfer resources to it, instead of that, if something connected to first segment of this chain, it will use entire chain. Now it also works in two ways. For example, if engineering bay connected to storage A, and storage A connected to storage B, as result, engineering bay will take resources from A, if it is almost empty - from B. If engineering bay want to unload resources, and storage A is full, it will unload resource to storage B. (the system is new and have some little bugs)
- Stations expands its solar panels
- Grabbers works again
- Fixed trading notifications, now it shows the name of sold resources, when you sold it
[ 2016-05-11 15:29:18 CET ] [ Original post ]
Hello!
This large update about optimization is almost completed! It took a lot of time, but the result will worth it!
At first view, the game may looks the same, but the technical aspect was improved a lot! Now the game have much better performance, which allows us to focus on large scale improvement of AI and trade system in the next updates.
We had a desire to implement more noticeable gameplay changes in this update, but turned out this update took too long time, so will be better to release it now, and implement more gameplay changes in next updates.
Actually, many changes related not only to optimization, but also other things. Take a closer look on changelog for more information.
Unfortunately, due huge amount of internal changes, we encountered a lot of new bugs. Most of them already fixed, but we still have a few, it will be fixed in next updates too.
New HD textures of asteroids
Before
After
New warp drive effect
Also we made a redesign of our web site. We are not experienced web designers, but seems like now it looks much more clean and modern. You may check it here.
Previous threads about this update:
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934867612705625831
http://steamcommunity.com/games/CelestialCommand/announcements/detail/934868247795256180
http://steamcommunity.com/games/CelestialCommand/announcements/detail/935995594726919923
Now we will work on Trading and AI, and will release the next update as soon as possible.
Thank you for being with us, even during such a long pause in blog and updates! :)
CHANGE LOG
Improvements
- Huge changes in internal architecture of ships, which improve performance dramatically! In 10 times or even more!
- Completely new "Module Interface" system, which gives you more convenient control over module functionality and expose more useful parameters.
- Joints of modules significantly rewritten and optimized
- Resources connectors significantly rewritten and optimized. Line during drag mode is changed. Displays direction during drag mode. Connector line no longer fly away on disconnection. Connector of storage no longer can be snapped or attached to itself. Added 4 audio effects for manipulations on connectors. Begin drag, Snap Connect, Disconnect.
- Power storage is rewritten and now acts like a simple storage which can contain only "Power" and have zero mass of content, it makes interface more convenient, so now power can be transferred between storages like an other types of resources.
- New, more beautiful and optimized explosions effect (video and audio)
- Model of rocket engine a little bit improved
- Model of RCS engine a little bit improved
- Model of light cannon is improved (barrel is no longer flat)
- Star visual appearance is improved, now it is not just a simple white, glowing sphere, but a sphere with realistic texture.
- Texture size of asteroids increased from 1024 to 4096! Now it is more HD and looks better, especially for large asteroids at the closer look.
- Docking ports is improved, now It have more visible parameters at the interface and now, when one of two connected docking ports will be disconnect, the other docking port will be disconnected automatically. Also, "snap threshold" is reduced, so now docking process should be more easy.
- Gameplay: Warp Drive is much improved, it have slightly better model with the new audio and visual effect. Also it have new targeting mechanism and ability to change not only a position, but also a velocity (it allows to jump right on the specified orbit trajectory)
- Gameplay: Crew is no longer required In order to control the ship. Any command module acts as unmanned probe. (It makes crew quite useless, yes, but we will improve it later, so the crew will provide some bonuses)
- Gameplay: Starting point moved back from asteroid belt to the planet orbit (this start is more interesting and it is more fun to play with orbital mechanics around planet)
- Gameplay: Sandbox mod enabled by default
- Gameplay: Now asteroids can be found around any planet, but it is smaller than asteroids in large asteroid belt
- Field of View of camera reduced from 60 to 50 degree. This prevent visual distortion of planets (into oval) when it located at the edge of the screen.
- Weapons: Added recoil force for all projectile cannons (energy cannon have much weaker recoil than kinetic cannon)
- Weapons: Added visual recoil effect for all cannons (barrel slides back each shot)
- Weapons: Added new audio effects for cannons
- GUI: Changed design of ship icons
- GUI: Now you can turn off the interface for taking a screenshots (F11 by default)
- GUI: Added information about cannons parameters on its interface
- GUI: Solar panels indicates if they are blocked by some object
- GUI: Added more parameters to interface of shield generator
- GUI: Added the missing icon for reaction wheel
- GUI: Resource icons slightly changed. Amount value more readable and text of name changes its size according to content
- GUI: Power monitor rewritten in order to work with the new power storages, also it can monitor other storages (that will allows to implement inout flow monitors for each fuel or other resources in the future updates)
- GUI: Added handle for slider at "Resource Transfer Panel", it shows more obviously that it is slider, not a progress bar
- GUI: When engineering bay have red light, this light will blink each 0.75 s (now this warning more noticeable)
- Audio: Changed audio effect when you place module or "cannot place here"
- Food consumption decreased in 5 times. Each crew member requires 1 unit of food per 10 minutes. Also he can survive with a food for 30 minutes, it is much longer than before
- Two joints on the same ship is no longer can be attached if they are not located close to each other.
- Power consumption of reaction wheel now depends on its torque (it no longer consumes a lot of power while working on low efficiency)
- Resource connector no longer can be connected to separated module or to module which does not belongs to the same faction.
- GUI: Icons of storages is no longer visible when located behind the camera
- GUI: Fixed HP bar scale
- GUI: Overlay toggle button on the left edge of the screen now changes its on/off state properly
- GUI: If you will reduce textures quality in game settings, the textures on the interface will be intact
- Crew will find a food on the ship even if it were moved from one container to another
- When part of your active ship is detached, camera will always keep focus the ship (not a detached part)
- Now camera can be focused to another target when the current target is destroyed
[ 2016-05-10 02:29:02 CET ] [ Original post ]
Hello!
So, we continue to working on refactoring and optimization, fixing a lot of things which should be fixed long time ago!
For example now we have new control interface for modules. Now all interfaces based on the same GUI prefabs. So now everything looks in single style and also now it is much easier to display and control more module parameters via its interface. This will allows us to give you a more control over a modules in the future.
Also we analyzed this and this threads and working to make resources connectors much more intuitive, so now users should not have problems with resource distribution and building.
Now it indicated direction of resource transfer during drag phase and more intuitive in/out icons.
Of course this is not entire list of changes. Full changelog will be on 0.73 release.
Thanks for what with us!
P.S.
Falcon 9 successfully landed on the drone ship! Let new era of space exploration begin! Hooray!
[ 2016-04-08 22:46:35 CET ] [ Original post ]
Hello! We plan to add short videos about development on our Youtube channel. For example, here is some short presentation of new performance which will be available in the next update. http://steamcommunity.com/sharedfiles/filedetails/?id=652625198
[ 2016-03-25 21:00:33 CET ] [ Original post ]
Well, usually it how, when we add some feature, we do not optimize it too much. It should work as fast as possible and can be optimized later, when the question of optimization will be critical.
So now it about time! People noticed it in this and this threads
Further development impossible without optimization. Even a few additional ships drops FPS to very low level. But we want at least 100 ships in the system. So we started working on dramatically optimization, reassembly and refactoring of the code and architecture.
Besides that, we made an interesting discovery about how exactly we can improve performance significantly!
If you are game developer and use amazing Unity engine, you probably will be interested to look at our research in this forum
So far early tests indicates 120 FPS for 100 ships, which is great! When we will have stable result we will show some video of the tests.
[ 2016-03-18 16:01:38 CET ] [ Original post ]
Hello!
No news from us for a long time, but we are ready to show you some new and interesting features.
First of all, we worked on new trading and AI, as result, now we have completely new trading system, now it's not just the simple buttons to buy or sell, but a station with real cargo holds and dynamic prices depending on the quantity of goods that it has.
Unfortunately, we don't have time to finish the AI for NPC traders flying between these stations, now it's more of an interim update, but now the trade looks much closer to what we want in the final version.
Check the changelog for detail information.
CHANGE LOG
Improvements
- Added new trading system instead of previous one, which was a "simple temporary system", now this system is more like we want to see, however it still pretty raw and will be improved during further updates. Also it cannot functional properly without AI traders which is also will be added later.
- Our in-game manual (on F1) is removed (it was not very useful) and replaced with the button which will open this guide in Steam overlay. Thanks for community member Lemodile for this detailed and relevant guide!
- Resource distribution in asteroids is changed. Most asteroids have only one type of resource, some rare asteroids have 2 types of resources, and very rare - 3 types. Also it is possible to find asteroids with 4 and more types of resources, but the chance Is extremely low. Also, sectors with the same resource is aligned to each other. This change is implemented in order to make sense to fly from one asteroid to another, build several mining stations or assemble several asteroids in single mining base.
- Font in various interface elements is changed (but not in all, others will be changed later)
- "Load world window" is redesigned
- Resource transfer panel is redesigned. Allows to transfer lesser amounts and shows new amounts in both storages. Also it is used to trade with stations
- Couple of new audio effects for selection clicks and cannons
- Amount of asteroids reduced from 500 to 250 (asteroid belt still looks like asteroid belt but have better performance)
- Amount of trade space stations increased (and replaced with the new one)
- Amount of stations, enemies and asteroids can be specified at world creation window
- Cargo bay is removed. Model of cargo bay turned in large storage container
- Now you may find several enemies ship around starting location
- Radar radius increased from 250 to 1000, also radar is caused performance impact when connected power storage is almost empty. Now it is fixed and now, once radar was deactivated due low power, in can be activated again only after 10 seconds
- Refresh button of money indicator is removed, now it updates properly and does not require to refresh value manually
- Added "Loading" label when you creating new world
- Since cargo bays is removed, food and rockets now stored in containers. Rocket launchers now have connector which should be connected to container with rockets. Crew members requires much lesser amount of food
- New game logotype in main menu
- Rockets no longer collides with your own shield
- Fuel Generator: Fixed name of O2 and H2 connectors from "input" to "output"
- From now you cannot set your own ship as a target for your rockets. If your ship is selected - rockets will fly forward without guidance
- Mass of ice is increased, so when you generate a fuel, mass of the output fuel will be the same
- Modules cannot be detached or attached while you in build mode, so now you cannot accidentally detach module when placing something small, like RCS engine
- We received some reports about problem with the save files, but we cannot recreate this issue, so we created a system which should detect if save file was broken, when it happens, the game will tell you to send us a log file which maybe help us to detect the origin of the issue
- Multiplayer works again
- Font in storage icons is little bit smaller in order to display larger words like "Food"
- Numeration of docking ports of NPC stations starts from 1, not from 0
[ 2016-03-16 21:02:32 CET ] [ Original post ]
Hello!
Time to share some news! :)
Trading
Now we working on new trading and dynamic economy, so you be able to trade various goods between stations or even create your own station which will sell goods for others players and AI. It is completed approximately on 60% (without AI, so far, it will be in further update). It will take a time, but it should worth it! We are approaching to alpha state, when the game will be even more playable. 3D graphics was important milestone. Now we need to add trading, more stations and AI spawn points. We decided to start from trading, because most players prefer peaceful gameplay rather than space battles.
Inventory
Also turned out that two different types of inventory (cargo bays and orefuel storages) was an overcomplicated decision, it became especially significant when we started to implement trading, and turned out that two different inventory requires two different approach for trading, so we decided to remove cargo bays. Anyway, it is almost useless. It may contain food or rockets, and that’s all, instead of that, food and rockets will be stored in new type of storage containers. So there will be 3 types of containers, for liquid, for ore and for others types of cargo (food, ammo and others goods which will can be added later)
Facebook page
Some people asking us about Facebook page. Now we have it. Welcome here :) We want to try to use it not only as platform for repost news from Steam community, but also like quick method to share short news about development. Sometimes we have some result and wish to share it with you, but small post is not very suitable for Steam community, and large posts requires significant efforts. But short post in Facebook can be done pretty fast and easy. From the other side, we are not very like that information will be spitted between two sources, Steam and Facebook. But maybe it is not a problem? What do you think? Also we working on new website, because the current one looks not very good (actually it was our first website, now we want to make something better) and this website will have new, convenient blog which will contain all news sorted by categories.
[ 2016-02-28 03:33:07 CET ] [ Original post ]
Hello!
We wish to please you with new update. Mostly it is preparation to new trading and AI, but also we have some bug fixes and improvements.
First of all, all asteroids now relocated to large asteroid belt, it is more realistically, good looking and navigations in large asteroid belt is more easily than before. We like how it looks and we plan to improve it further by adding more stations and AI ships in further updates.
Align camera rotation with ship - is returned back
Planets do not have asteroids on its orbit, but each asteroid from the belt still fully physically simulated, so you be able to push it to the planet orbit if you wish. When missions will be implemented, we will add couple of missions with this task.
New grid makes a navigation much easier
Also we apologies for inconvenience for Mac users, we encountered strange issue during build and uploading and turned out that Mac users could not run the game during the week. Now this problem is solved and everything should runs okay.
Note: Due new asteroid belt, previously saved worlds can't be loaded. Please start new game in order to play.
CHANGE LOG
Improvements
- From now, all asteroids located in asteroid belt around the start. Asteroids around a planets is removed. Total amount of asteroid is increased. Size and mass of asteroids is increased
- More visual variations of asteroids (5 additional models), in additional, each asteroids have random XYZ rotation.
- New sound effect for light cannon and energy cannon
- Added ability to display a grid, which helps to navigate and feel the continuous orbital motion
- Added ability to rotate camera with ship (actually it returned back, but now it adapted for 3D, works good and stable)
- From now, trade station located in asteroid belt, and player spawn point is located around this station. If station has been destroyed, plyer will respawn in random point of asteroid belt
- Smooth factor of camera rotation is reduced, so it rotates a little bit faster
- Added two new hotkeys for camera pan and rotate. In case if you don't have a mouse with middle button (link)
- Fixed build on Mac
- Fixed position of power storages for enemy ships and trade stations (link)
- Fixed height of solar panel power connector (link)
- Collisions between shield and planet is disabled (link)
- Fixed icon of buttons for time control
[ 2016-02-09 17:55:45 CET ] [ Original post ]
Hello!
A first attempt to add a rocket weapons was almost a year ago, but when orbital mechanics was implemented, it became a hard to direct rockets at the target with precise accuracy.
But now, when we have AI, we managed to return rockets back, better than before!
This is not a usual rockets which we used to see in most games. It is physical simulated, with its own engine and AI. It is actually like a small space ship with the instruction to ram into the target using limited amount of fuel. Thanks to this fact, rockets flying pretty fun with nice trajectories.
Try it!
P.S. Since at the moment, enemies can be added only via sandbox tools and NPC Space Station is the only ship in the game world - we are not responsible for the possible violence against NPC Space Station using rocket weapons. :D
CHANGE LOG
Improvements
- Added rocket launcher module and rockets with new explosion effect!
- Rocket launcher should be built adjusted to the cargo bay and requires rockets in order to fire. Rockets can be bought from space station or added via sandbox tool.
- From now, dragable windows can't be moved outside of screen borders
- Lights of grabbers is slightly changed and returned back
- Fixed incorrect height of Niobium connector of engineering bay
- Many dynamic GUI elements, such as labels with names of ships no longer disappears when zooming out
- Grabber can no longer grab invisible colliders (this is things, such as "detection sphere" of radar or turrets, as result, grabber can grab "nothing"), also, it no longer able to grab preview of modules
- Fixed incorrect size of the collider of solar panels, it was 2 times larger than actual solar panel
- From now, when you open orbital parameters for objects, which located outside of view, the new window will appears inside screen borders
- Fixed incorrect frequency of some sounds
[ 2016-01-30 23:23:30 CET ] [ Original post ]
Hello everyone!
This update became a challenge to our patience and design skills. We had tried to make this as soon as possible and make you happy with the new update before the new year, but turned out, this requires more time and we are ready to show it only now, but we hope it worth it!
Note that many modules were created in a hurry, some of them have strange design and not very good optimization. We will improve it later, but even now, the game should run well on minimal system requirements which are stated on the store page.
Some effects also still not ready yet for 3D, such as shield, ion engine, tractor beam. Also we need to create new trailer and redesign of our website but we decided that it will be not good, if we will not release the update just because out website is not ready yet. :)
So now, we happy to introduce the Celestial Command in 3D!
Despite the fact, that all modules were created in 3D editor, many of them were designed to look nice only from the top, so we recreated all modules which have in the game.
Also we replaced new planets, background, and made some fixes in a GUI in order to correct display in 3D view.
Besides that, we finally fixed a complex bug which is annoying for several versions. From now, grabber and docking port should work well and should not cause the game crash. Yay!
Also, we do not forget about forum and yours suggestions, we improved many little things, and in further updates we will improve even more.
Thanks for your support!
P.S. Some people asked to add an option to enable "2D mode". We will add it little bit later. Ability to paint the ship in custom color also will be added later.
CHANGE LOG
Improvements
- New planets! (Without a landing, yet) (Optimized with LOD system)
- Regular modules no longer able to land on planets. It will receive a damage when entering in atmosphere. (Visual effect of entering in atmosphere still not ready yet and will be added later)
- New solar panels! (With ability to change facing direction)
- New grabbers! (Grab grab)
- New asteroids! (Optimized with LOD system)
- New joints between modules! (Looks inaccurate in some cases, but will be improved later)
- New everything! Every module is replaced with the new one!
- New way to control the camera. (Added option to swap middle and right mouse buttons)
- Added possibility to focus camera on object by Alt + Click
- Sound effect of maneuvering thrusters is slightly changed
- Many changes for GUI in order to correct displaying in 3D
- Window with orbital parameters now is displayed by default when the game starts
- Game options is redesigned
- AI is slightly improved and can control direction if its solar panels
- Background is optimized and also looks more darker and "neutral"
- Fixed very important bug, when docking ports and grabbers caused ship explosion! Also, it seems this was the cause of the crashes of the game, so now the game should no longer crash. Yaaay!
- Camera no longer can be moved in main menu
- Fixed color of Warp Drive power connector from blue to yellow
- One trade station was removed from the world, because trade stations makes significant impact on the game performance. We will leave only one station until we figure out how to optimize it
- One type of turret is temporary removed. In 3D, turrets have some specific design, first we want to test it, and maybe change the design if it will be necessary. When we will be sure in new design, we will add more
- Visual effects of: liquid engine, ion engines, shield, tractor beam is not replaced for 3D versions
- New warp drive lacks its warp visual effect
- Some modules have incorrect icons
- Icons which represents the content of cargo containers have incorrect overlap order
- Solar panels does not saves its direction
- 0.7 not tested in multiplayer and may have some bugs
- Many new modules is not optimized, however, planets, asteroids and background optimized more than before, as result, system requirements may be increased. But will be decreased later
- Solar panels have incorrect collider
- Exit from the game sometimes may cause game crash
[ 2016-01-24 22:45:58 CET ] [ Original post ]
Version 0.7 is not ready yet, but you are probably curious how it looks. So we decided to open access to preview build in order to satisfy yours curiosity.
How to get an access to test build:
1. Right click on the Celestial Command in your game library and select "Properties"
2. Select tab "Betas"
3. From the drop down menu select "Tests"
However, make note, this version lacks several 3d models, effects and have some strange bugs (which will be solved in final 0.7, of course)
For now we will not publish changelog. Full change log will be available at final 0.7 release.
[ 2016-01-14 14:18:18 CET ] [ Original post ]
We noticed the solar panels it is quite important part of a spaceships, but its quality didn't match its importance. So meet the new solar panels (now with protection in folded state!)
By the way, during development of new solar panels we encounter some funny result :)
As you can see, transition to 3D gives us new possibilities in design, so now we can create some really interesting designs. For example grabbers now actually grabs asteroids / unwary opponents!
And here is how it looks from top-down.
Also you may note that background became darker. It is still little bit blue, because 100% grey color looks not very well, at least for now. Stars is little bit larger and background nebulas slightly optimized, as result, seems like the space looks more pleasant and natural.
This update requires a little bit more time than we expected, most of things already done, but we still need to add several 3D modules and some functionality, for example new effects for shields and ion engines, adapted for 3D.
We will keep you informed about progress :)
[ 2016-01-08 14:22:47 CET ] [ Original post ]
We planned to release 0.7 at the New Year to make you happy. :) And rushed to work on it. But there still several important things to do, so we decided do not release unfinished update. It would be unpleasant to receive unfinished update at the New Year.
We just need a several days to complete it, so the new update will be slightly later.
However, we still have some gifts!
As and in previous New Year, we give away gift keys for followers!
First 16 people who will request a key in the comments below will receive a free key. One condition - you haven't the game in your Steam library (before request, please make sure that your profile is visible for everyone).
Update: All keys sent.
Happy New Year! Will hope in the new year the human civilization will make even more scientific discoveries and people will spend more resources for science! :)
[ 2015-12-31 23:37:51 CET ] [ Original post ]
Just a short news about possibility to repaint a modules in custom colors. Also you may note new 3D modules which is also slightly redesigned. Hope you like it! :)
[ 2015-12-28 19:22:49 CET ] [ Original post ]
You probably already very used to blue background of Celestial Command, and seems like everyone already tired from this. The background is blue not because of this is style or we are fans of blue color. :)
Now, when we are developing 3D, it is good time to revise the style of the background.
In most space games, especially old, the background looks like a colorful mess. We wish to avoid this type of backgrounds and prefer more realistic solutions, but real black space - probably is not very suitable style for Celestial Command. However, we made this variant just to see how it will looks like.
It is only a test, currently color of the background still blue, but we are wish to change it to something new, just didn't' decided how exactly.
By the way, take a note on the star at the second screenshot, it is more detailed. We plan to slightly change a style of star.
And some news about development process. We continue to adapt various systems for 3D. For example, these connectors and mounting points previously was located above the modules.
But now it is fixed.
Also you may note that some parts of the ship already replaced with 3D models. Here one another screenshot:
Oh, yes, also we made some performance optimization. Geometry of planets and asteroids becomes more simple when it is far from the observer. Many people appreciate that the game runs on weak computers, so we wish to keep it performance and even improve it.
Besides, pretty soon we plan to add a support of touch screen, so the game should be able to work even on Windows Tablet PCs.
Thanks for support!
[ 2015-12-25 21:07:47 CET ] [ Original post ]
When we shared our plans about new 3D graphics, people started worried about two things:
1. The game may lose its 2D charm.
2. System requirements will be increased so the game no longer will run on slow computers.
But we want assure you, there is nothing to worry about :)
At first, let's look at this:
We added new planets and asteroids, but as you can see, it looks pretty much like the familiar Celestial Command.
However, now we can rotate the camera! :)
To compare, let's take a look at 2D planets from previous version.
View of star system in 3D:
Let's take a closer look at new asteroids!
At first, let's look at previous version:
And new!
And one of new planets:
And what about performance, the new version will have even better performance than previously, why exactly, we will explain in further posts.
So what do you think? :)
[ 2015-12-18 21:54:54 CET ] [ Original post ]
Yesterday we told that we will keep you informed about development of 3D.
So, there it is!
It is only a beginning, just changed camera. But it is already looks so much better and so more serious! Also you may note how funny previous 2D things looks in 3D perspective.
Also we want to show you this small container in 3D. It is already in Unity Engine, not in 3D editor. Textures is little bit messed up during baking, but it will be fixed later.
We are very excited to work on this update and soon we will show you even more amazing stuff!
[ 2015-12-16 18:08:22 CET ] [ Original post ]
Hello for everyone!
You had no news from us for a long time, but we have a reason for it, paperwork took some time, it is almost completed (we will inform you when it will be done). Also implementation of AI broke multiplayer and saveload, so we made a lot of efforts to resolve those features together.
Seems like this is slowest period during development of Celestial Command, but we always learn new things, achieved new experience and now the development should be even better! :)
Of course, many things in the game is far from perfection, but with the help of yours suggestions, bug reports and support we are seek to it! :)
WHAT IN THIS UPDATE
Our plan was to make multiplayer completely finished, fully polished and stable, but this task turned out pretty complex. We managed to return the multiplayer functionality back, but it still have bugs, and lags may cause some inconvenience for connected players. We will gradually improve multiplayer during the development progress, so it will be better and better. But the most important, we will keep it in working condition and we will not disable it again, when some new feature, will conflict with the multiplayer. Instead, we will adapt this feature for multiplayer from the beginning. After long time you are probably waiting from us big updates, but unfortunately this update doesn't bring too many new things. Mainly the update fixes the multiplayer, AI for multiplayer and some improvements. And also experimental auto pilot! We have a great desire to make you happy with this update by adding some amazing things, but you waited long time and we cannot no longer without update (it brings us enthusiasm), so we prepared for you this update.
WHAT NEXT
But soon we will make a really big update! From this point, we are starting working on 0.7, which will bring completely new 3D graphics. Don't worry, the performance will be good and the gameplay will remains intact. You may thinking that graphics is irrelevant, or the game may lose its 2D charm, but don't worry, we can assure you that you will be impressed. Besides, during the development of new graphics we will showing you intermediate result and asking for your opinions. Thanks for you patient!
CHANGE LOG
Improvements
- Many various improvements and bug fixes which makes multiplayer work again (including AI and sandbox tools).
- Added experimental "Auto pilot" feature, it is available from sandbox menu.
- The window of the game can be resized to any custom resolution by mouse.
- Interface of options is slightly changed.
- Shield saves its parameters between game sessions and working correct in multiplayer.
- Turrets is adapted for multiplayer. Rotation is synchronized between players and projectiles launched in correct direction.
- When game loaded, the camera focused on the ship by default.
- Deconstruction of module in sandbox mode now is working in multiplayer.
- NPC stations keeps his command "Keep circular orbit" even after game saved and loaded.
- Fixed ability to respawn in single in multiplier (however, in some rare cases the problem still exists, will be fixed later)
- All list of buttons in "sandbox tools" window is adapted for multiplayer (such as refuel, recharge, ship duplication, AI)
- Client no longer able to save game (only server can do it).
- Behavior of AI is adapted for multiplayer. Players can duplicate his ship, activate AI and it will follow the owner (or attack, if AI faction assigned to Enemy), even in multiplayer.
- Fixed "Status of trajectory" when the ship orbiting the star from "Escaping" to "Stable".
[ 2015-12-15 02:05:51 CET ] [ Original post ]
It's been a year since we released Celestial Command in Steam Store, and we want to summarize this year.
Since this is our first project, it was easy to make a mistake with the timing, so our prediction to complete the game before summer 2015 turned out incorrect.
However, the game, which was started as "simple shooter on the mobile phone" turned into full scale, serious game with amazing community and we can proud with that.
Early screenshots of the first version of the game for Android devices:
But at some point we are realized that we can't develop just another one "submarines in space", so we had two options.
Actually develop the game about submarines, redesign modules, add some underwater effects.
Or make the space more realistic.
It was hard to design beautiful underwater world in 2d graphics, so we tried to implement orbital mechanics and the result turned out incredible!
Later we realized that thanks to the Steam Greenlight, the PC is not unreachable. And actually PC is much more serious than mobile platform, so we decided to move away from the casual game and start to develop Celestial Command.
Lets look at the deference from the earlier versions.
Menu
Old
New
Editor
Old
New
GUI
Old
New
As you see. A lot of thing was changed. A lot of things still will be changed in future, and the most amazing things still to come.
Thanks you for your suggestions, bug reports and support. Without that we would have lost the most important resource which is sometimes very lacking - enthusiasm.
Yay! :)
[ 2015-11-20 12:29:02 CET ] [ Original post ]
- Celestial Command Depot Linux [807.36 M]
We want to show how games about space actually should look, without silly vacuum friction and the maximum speed limit. As in the real world, everything in this game is in continuous motion in orbit.
Realistic Orbital Mechanic
This game is not about silly vacuum friction and maximum speed limitation. It is about real physics and orbital mechanics like in the real world! Get to know with orbital maneuvering, launching satellites and protecting planets from asteroids.
Fully customizable Ships
You can build your own ship part by part. Each part of the ship is individual, it has own functions and parameters. Therefore, abilities of your ship are completely dependent on the modules from which it is assembled. You can build small explorers, large industrial ships, carriers, defence satellites or whatever you want.
Ship Management
All resources of the ship are limited. Including fuel, energy, ammo and parts for repair, so store them and use them wisely.
Command a Fleet
You are not bound to the single ship. You can build as many ships and space stations as you want. And you can switch between them anytime.
Seamless Star System
Explore a procedural world filled with planets, asteroids, space stations and other fun stuff. The world of the game is completely seamless, you can zoom out from your ship to the whole star system.
Gather Resources
Survey asteroids for useful resources, extract it from planets or salvage wreckage of defeated enemies.
Multistage Production System
The extraction of raw materials is not enough to build a new ship. You need to process raw materials in special facilities to produce parts that are required to construct ship's modules.
Fight the Enemy
Build various types of devices to fight against enemies. Cannons, lasers, rockets, shields and other useful devices.
There you can explore the procedural world, find the resources, build any type of ships or space stations which you want, command your fleet and fight with enemies.
The game is 2D, so it is pretty easy and fun to play, but we implemented unique graphic style, which allows it to look like 3D with modern lighting and effects.
Also, the game has now been in active development, so if you are interested, check out our development blog for new features and future plans.
- OS: Ubuntu 12. Steam OS
- Processor: Core i3 2GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 3000 or equivalent
- Storage: 1 GB available space
- OS: Ubuntu 12. Steam OS
- Processor: Core i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel HD 3000 or equivalentNetwork: Broadband Internet connection
- Storage: 1 GB available space
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