Weekly Underspace Devlog #5: Feedback, Fixes, & Third Thing That Starts With F
Ahoy starchasers!
That's not how I talk.
Anyway.
Boy, last week, am I right? That was some crazy news that if you haven't already heard you should definitely go ahead and read.
I mean, I know I'm tired, but the cats are simply bushed.

Sometimes I wonder if that one orange braincell works harder than I do... nahhhhh.
Before I get into things, I just want to give a shout out to YouTuber Aerali, who -- if you saw the new Underspace trailer -- gave us that fantastic quote we used. He's made some great Freelancer videos and found Underspace through that; he's been covering us pretty consistently ever since. If you haven't already, check out his newest video that kind of sums up everything we've been up to this past month-ish and subscribe to him if you feel so inclined.
https://www.youtube.com/watch?v=g9o2KQoK8Ic
Onto Underspace -- if you haven't already, you're welcome to check out the latest demo. And, as always, please feel free to join the Discord and share cat photos. Oh, and feedback on the game, naturally.
As for what I've been up to last week:
I added all chapters to the game. Huge milestone. I've also hooked up generalist events and item acquisition events to the game code.
Lanelines continue to get more love, as I've fixed an issue with manual docking not being properly enabled and another issue where players could dock with the wrong lane ring during campaign missions. Lanelines also now reflect what way you go with a waypoint, and I've stopped ships from spawning on lanes too close to players.

Watching a lot of content creators pick up Underspace for the very first time was helpful and inspired me tweak a few things, including removing enemy chasing as a central input due to new player confusion. I've also fixed an issue where players could open menus during the opening cutscene.
Speaking of fixing issues, I've addressed problems with formation points, where NPCs could use missiles in a non-missile context, and where ordinated legendary enemy would just fire off shit like crazy.
I've added new unique weapon lines for various subchapters and characters. Also, starship chapters can now be modded in.

Additionally, I redid some parts of a tileset for the multiplayer main campaign because I really was not sold on how the original exterior bits looked.

Finally, some smaller tweaks -- I've marked various items with proper keywords and increased velocity for ships.
Guess you could say it was a busy week, but when the end result is seeing a game you've been working on since 2017 come to fruition, it's the good kind of busy. I'm not complaining.

Mimi, on the other hand...
I want to thank you all for your continued support, it means a lot to see your tweets, comments, and posts about Underspace. Want to shout at us if you're not already? Please give the Underspace socials a follow:
[h3]💥💥💥 UNDERSPACE 💥💥💥[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord
And, because obviously:
[h3]🚂🚂🚂 TRAINWIZ 🚂🚂🚂[/h3]
Twitter
Tumblr YouTube
Thanks for reading this week's devlog -- stay tuned, next week we'll have more Underspace updates!
That's not how I talk.
Anyway.
Boy, last week, am I right? That was some crazy news that if you haven't already heard you should definitely go ahead and read.
I mean, I know I'm tired, but the cats are simply bushed.

Sometimes I wonder if that one orange braincell works harder than I do... nahhhhh.
Before I get into things, I just want to give a shout out to YouTuber Aerali, who -- if you saw the new Underspace trailer -- gave us that fantastic quote we used. He's made some great Freelancer videos and found Underspace through that; he's been covering us pretty consistently ever since. If you haven't already, check out his newest video that kind of sums up everything we've been up to this past month-ish and subscribe to him if you feel so inclined.
https://www.youtube.com/watch?v=g9o2KQoK8Ic
Onto Underspace -- if you haven't already, you're welcome to check out the latest demo. And, as always, please feel free to join the Discord and share cat photos. Oh, and feedback on the game, naturally.
As for what I've been up to last week:
I added all chapters to the game. Huge milestone. I've also hooked up generalist events and item acquisition events to the game code.
Lanelines continue to get more love, as I've fixed an issue with manual docking not being properly enabled and another issue where players could dock with the wrong lane ring during campaign missions. Lanelines also now reflect what way you go with a waypoint, and I've stopped ships from spawning on lanes too close to players.

Watching a lot of content creators pick up Underspace for the very first time was helpful and inspired me tweak a few things, including removing enemy chasing as a central input due to new player confusion. I've also fixed an issue where players could open menus during the opening cutscene.
Speaking of fixing issues, I've addressed problems with formation points, where NPCs could use missiles in a non-missile context, and where ordinated legendary enemy would just fire off shit like crazy.
I've added new unique weapon lines for various subchapters and characters. Also, starship chapters can now be modded in.

Additionally, I redid some parts of a tileset for the multiplayer main campaign because I really was not sold on how the original exterior bits looked.

Finally, some smaller tweaks -- I've marked various items with proper keywords and increased velocity for ships.
Guess you could say it was a busy week, but when the end result is seeing a game you've been working on since 2017 come to fruition, it's the good kind of busy. I'm not complaining.

Mimi, on the other hand...
I want to thank you all for your continued support, it means a lot to see your tweets, comments, and posts about Underspace. Want to shout at us if you're not already? Please give the Underspace socials a follow:
[h3]💥💥💥 UNDERSPACE 💥💥💥[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord
And, because obviously:
[h3]🚂🚂🚂 TRAINWIZ 🚂🚂🚂[/h3]
Tumblr YouTube
Thanks for reading this week's devlog -- stay tuned, next week we'll have more Underspace updates!