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 ]
- 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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