What's taking so long?
[p]Hello Everyone![/p][p][/p][p]I hope you are all doing well heading into the winter season. It's been almost 2 months since the last post about v0.3, so I just wanted to make another update on how it's been going and why it's taken what feels like an eternity to get this update out. [/p][p][/p][p]Let's dig in![/p][p][/p][h3]What's happened since the last update?[/h3][p][/p][p]The last update I posted on Steam was on October 1st, which hinted at the new logo and that the update was in the final stages of polish and had entered private testing. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Since then I've managed to complete a lot, but more issues have arisen during this time which have delayed the release of this update. Specifically, these mainly pertained to...[/p][p][/p]
- [p]Multiple shader issues across different systems (lowres view, expansion view, etc)[/p]
- [p]Finnicky controls that have required multiple tweaks (based on PT feedback)[/p]
- [p]A LOT of small UI related issues; sensitive scroll bars, non-functional buttons, unfinished windows, certain settings not working, etc. [/p]
- [p]Multiple obscure entity issues related mainly to the FSM system that most entities now use (some examples being bad unit pathfinding, drones freezing, drone route configuration flow, etc)[/p]
- [p]Multiple model-rendering issues, mainly being caused by the new rendering pipeline [/p]
- [p]Missing features from prior versions (placement animations, range indicators, route previewing, etc)[/p]
- [p]Bugs with some of the new gameplay systems (engineering, quests, infinite worlds, etc)[/p]
- [p]A ton of new issues from new entity types caused by object pooling[/p]
- [p]And the biggest offender: THE SAVE SYSTEM![/p]