Development update
[p]I got really distracted by a series of projects and didn't make a blog post about new upcoming features. I plan more of those in the future because I'm not done talking about new things that are already in the engine. However, the projects that have kept me very distracted for the last few weeks are worthy of their own discussion so here's a breakdown of everything I've been doing recently. It all started with...[/p][p]...So I got an art asset for the hangar bay.[/p][h3]Remapped every station[/h3][p]It's nice and big and looks like where you would land your ship in order to have it packed into an item so that you might go and do some shopping. That means I got to spend a good deal of time remapping EVERY SINGLE STATION IN THE ENTIRE GAME. Which was loads of fun. Also created some new stations while I was in there.[/p][p]I've now got all the stations that need to be placed by world generation ready to go. That includes:[/p]
- [p]Single corp item shops[/p]
- [p]Mining stations[/p]
- [p]tier 1 mega mall trade hub station[/p]
- [p]tier 2 mega mall trade hub stations[/p]
- [p]university stations[/p]
- [p]libraries[/p]
- [p]habitat stations[/p]
- [p]farming stations[/p]
- [p]hospitals[/p]
- [p]factories[/p]
- [p]military bases[/p]
- [p]etc.[/p]
- [p]Tier 1 ship venders[/p]
- [p]start station sells specific ships[/p]
- [p]tier 2 ship venders[/p]
- [p]faction reputation reward military venders[/p]
- [p]specialist shops that sell tweaked and tuned ships with remapped interiors[/p]
- [p]shops that sell turrets[/p]
- [p]shops that sell consumables[/p]
- [p]shops that sell tools[/p]
- [p]shops that sell crafting recipes[/p]
- [p]etc.[/p]
- [p]what trade items are produced and what trade items are needed?[/p]
- [p]how many mining stations should exist in a system based on population?[/p]
- [p]how will mod makers design their own procedural star civilizations using only database fields?[/p]