Posted December 17, 2021 by Commodore Shawn
This last week I've been working on features for the "World Test" map. "Battle Test" is pretty much complete, as it was meant to just test out movement and combat, and ensure the basic loop is fun. "World Test" is where I'm proving out the core mechanics for the planned full proper open world.
The basis of the open world is an economic simulation, and that's been implemented in "World Test", with the three non-pirate stations producing and consuming different goods. Transport missions now generate to carry deliveries between these stations, and the player can accumulate money through fulfilling these. The AI also uses the missions to move items as well.
OtterAlpha from the discord server has graciously volunteered to make some models. The first of which is already in game, and the second of which is still in progress, but looking great.
The big picture plan is to keep adding features to the "World Test" map until it more or less is "feature complete" for what I want the full game to be (minus some aspects that require the full world). Once that's complete I'll start working on the full world itself, which will be a spherical moon about 800 km in radius. This will involve a mix of procedural generation and hand crafted areas.
The current set of remaining features for "World Test" are:
The current work is to wrap up the current delivery missions, adding waypoints to guide the player to the destination station. This will lead directly into patrol missions, where the player will have to visit specific waypoints (and destroy any hostiles in the area). This should be wrapped up in the next couple days.
The current development version of the game also has rebalances to the full set of subs, equalizing the playing field somewhat and changing the player's starting sub in "Open World" to a more jack-of-all-trades design.