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Dev Diary #1

Welcome, Pioneers!


I've decided to attempt a new project - writing devlogs, published weekly, giving you an update on what's been going on behind the scenes of development during the previous week.

This is a bit of an experiment, and I'm keen to hear what you think - whether it's content, cadence or anything else, feedback is super important to me and I really want to engage with you all during this process.

These devlogs won't be exhaustive, but will hit the big topics that were worked on in the past week. Topics will vary wildly (I try to work on what 'feels right' to me to maximise my productivity!) and cover a lot of different areas, but will hopefully give you a better idea of what's going on.

Finally - please remember everything shown here is work-in-progress and not representative of final quality!

As a reminder, you can also join the Discord to get sneek-peek access to development content, provide feedback and discuss features with me directly. Hit the image below for an invite!



DEVELOPMENT LOG 1
08/01/24 -> 14/01/24


[h2]The Task List[/h2]

Designed to make your journey less confusing, the Task List will display Primary and Secondary Tasks on the top-left of the HUD so you're never stuck and unsure on how to progress.

Please bear in mind this feature will undergo a UI art pass.

[h2]Recipe Pinning[/h2]

A staple of any good survival game, the ability to pin recipes of various kinds will make it easier and faster to gather the resources you need to build up your colony!

Pin recipes on the UI for:
  • Building Blueprints
  • Crafting Plans
  • Refining Recipes
Please bear in mind this feature will undergo a UI art pass.

[h2]Status Effects[/h2]

If you've played RPGs or MMOs you'll be familiar with Status Effects - they're a way to show what's happening to you in an easy way! For example, when out on an expedition into the depths, this status effect will show you that you're using up your air supply!

Step into an environmental hazard or contract an illness and you'll see status effects here so you'll always know what's affecting your character.

[h2]Modify Mode and new Shaders[/h2]

This week I took some time to expand the functionality of the building system, as well as freshen up some of the shader effects.

The gif linked here shows the new shader effects for placement of habitats and facilities in both valid and invalid locations, as well as the new Modify Mode which allows you to easily select and then move or deconstruct facilities and habs!

Click here for a higher quality video!

Wrap-up


That's it for the highlights this week! Please let me know if this was interesting in a comment or via the Discord - it takes effort to make these and I want to make sure they're actually worthwhile and interesting to you!

Finally, remember that we have a 'coming soon' page for a future Kickstarter live!


Please hit the image above and pre-register for this so you're alerted when the campaign goes live!

Thanks for your support!

Safe expeditions.