Whew, what a tough month! I had to cram my entire month of “To Do” into a very short amount of time as a work relate trip got me behind. I think I did a pretty good job of getting caught up, so lets dive into whats new!
I’m still continuing to build on the diplomacy mechanics. Right now (and for the first public demo as well) the information you get is mostly superficial. The goal is by the time the game is done your questions and answers will unlock.. or LOCK.. different dialogue trees with the various races. Not only that, but a simple reputation system already dictates how often they’ll talk with you, or how often they’ll just shoot you.
As detailed in my lost post the Interface is rather simple. I look forward to building the content for this more than I ever thought I would be!
Moving on from that, I really worked hard to flesh out the ground phase just a bit more.
The goal of exploring planets is a bit muddled for some, and I’ve gotten an opportunity to bring that part of the game closer to its final form. First and foremost my inspiration for Interstellaria is Starflight. When I began designing it I felt a side view would be pretty fun and different for this type of game. As I continued to work on the prototype it just felt obvious to me to make exploring planets to gather resources (ala starflight) a platformer/megaman like experience. It’s not really about high pace twitch platforming. Planets are mostly about gathering some trade goods to get some money, finding interesting aliens to hire, or even finding a tiny bit of information to unravel a plague effecting the known galaxy.
Moving on to the gifs:
Sadly I just realized I don’t have a gif of hiring crewmen – but needless to say there will be some interesting characters :) For example a prototype character (the robot) makes a return
Thats it for me for now – but more to come! July/August will prove to be make or break for the future of Interstellaria