1. Capital Command
  2. News

Capital Command News

Demo Update - Version 2021.06.18.1

[h3] More auto-nav modes, fewer auto-nav bugs. Still no sound. [/h3]

The auto-nav UI rework seems to be working well enough, so of course I've started to change it. Two more buttons are now present.

TURN TO DIRECTION makes the ship's nose point in the direction of the camera. It's a small thing, but can be useful on occasion.

JUMP TO OBJECT is more complex. It can only be used if the ship's jump drive is operational and charged, and if you have selected something. When activated, it brings the ship to local stop, and then locks in a jump to the object's current position. But if the object is moving (relative to the local frame of reference) then the jump will take you a certain distance in front of it - currently, about a minute's worth, depending on your ship.

Aside from the two new auto-nav modes, I've also gone bug-hunting in the navigation code, and can now report that the auto-nav is flying drunkenly much less often.

That's all for now, fly safe
The dev

Demo Update - Version 2021.06.16.1

[h3] This update brings the navigation UI rework, more jump UI improvements, and loads of tweaks and fixes. [/h3]

The auto-nav rework is live. The previous incarnation was far too low-key and discreet, tucked away in the corner of the screen. Also, it wasn't exactly user-friendly, and didn't really communicate what it's supposed to do, and how to use it. Hopefully, the new version is better.

In the new version, right-clicking will bring up a context menu with all the auto-nav options. Some may not be available, based on the current object you've got selected. Select an option to activate it, or right-click again to close the menu. To disable auto-nav, issue any manual helm or boost command to enter manual mode.

The jump UI has been improved and polished, and is now much easier to understand and use effectively.

And, as always, multiple minor tuning changes, polish, tweaks and fixes.

The next update will bring more auto-nav improvements. More options will allow you to jump directly to an object, and to point the ship's nose in a direction, using auto-nav. Also, I've spotted some annoying bugs with the current auto-nav modes, that I'll be trying to squash.

Have a fun and exciting NextFest!
The dev

Demo Update - Version 2021.06.14.1 now live.

[h3] The next demo version is live, featuring improved jump targeting, UI scaling, prologue tuning and many small fixes. [/h3]

Jump targeting: this is a significant improvement. While you're aiming your jump, there's now a visual indicator on the HUD, so you can get an idea just about where you'll end up. The indicator stays visible during jump countdown, so you can judge whether the jump is satisfactory, or should be cancelled.

UI scaling is also in the build. I can't really test this properly myself, so I'm relying on player feedback. It should be working. Is it working for you? Let me know.

The prologue now requires you to use the autopilot at the start. This is to make sure players know it's there and how to use it. For all the expert space jockeys, have no fear: the initial objectives have been rearranged, so you'll be free to take manual control in no time.

More updates are coming soon. Sounds are on the list, but in the near future I'll be focusing on improvements to playability/UI, to make the game's systems easier to understand and use.

Thanks for playing, and keep the feedback coming!
The dev

Demo Update - Version 2021.06.12.1 now live.

[h3] New demo version available. Bug fixes, UI improvements and better shipwrecks. Still no sound. [/h3]

The biggest change is to the shipwreck system. Before, destroyed ships would spawn a few floating pieces of debris, that the player can salvage for resources. In the new system, each ship turns into one big, better looking wreck, which is easier to salvage since there's only one. Also, there are some improvements to ship destruction visuals and wreck effects.

In other news, there are fixes to the jump UI, general UI, camera, damage logic, and tweaks to tuning and balancing.

More updates are coming soon. Sounds are on the list, but in the near future I'll be focusing on improvements to playability/UI, to make the game's systems easier to understand and use.

Thanks for playing, and keep the feedback coming!
The dev

Playable Demo (First Draft) Now Available

[h3] This demo version is still a work in progress, but you can get a good idea about what kind of game Capital Command is meant to be. [/h3]

The demo consists of the campaign's prologue. This is the first battle that players must face every time they start a new campaign of Capital Command.

For new players, it's a chance to figure out how to play, how to fly and fight their ship, as well as a basic introduction to the game's setting and what little story there is.

Advanced players who start a new campaign will also have to play the prologue. After breezing through the tutorial parts, they will have a chance to prove their skill and gain a resource boost for that campaign playthrough.

[h3] Known Issues [/h3]

  • Sound not working. This is at the top of my todo list and will be fixed as soon as possible.
  • Performance issues. I mostly know where these are coming from, and will fix soon (tm).
  • Ship AI glitches. Not many, and not very serious, but they're certainly there.


Obviously, I hope you'll enjoy my work. That said, any thoughts, suggestions, and (especially!) bug reports, would be greatly appreciated.

That's it, get flying!
The dev