Posted September 09, 2023 by Desire Path Games
#update #hullmods #ships #weapons #abilities
Welcome back for another Drifters update. This month got a little off course, but I was able to add in a lot of new content while doing some much needed cleanup on UI and backend.
I ended up spending way more time on the ship editor screen than I'd intended, but I was able to improve basic user functionality and offload UI logic to sub components for ease of maintenance.
I rearranged a lot of elements in the screen to streamline the experience. I added a button for getting advanced ship info (this part still needs work), freeing up a lot of screen real estate which was long overdue. I also added a second column to the ship selection sidebar which saves a lot of scrolling.
Better Weapon and Hullmod Modals
I also added in some sorting/filtering functionality to make it easier to find stuff. Among this was categorizing and sorting hullmods/weapons by faction make. I suspect as the number of weapons and hullmods continues to grow as it is being able to quickly filter things will become invaluable.
I reworked the weapon hardpoint button icons in the ship editor. I was going for more stylized icons initially, but they looked bad. So colored squares of varying sizes it is! Such minimalism, very modern.
Hullmods now require items to equip them in the ship editor. They also have an additional amount for building them in, requiring several copies of the hullmod to apply it. This functionality will be dummied out for development, but it's a simple flag to enable it.
I also went through and populated the item data for all existing hullmods.
Didn't get in any sprite reworks like I'd wanted, but I was able to populate the data for Glith ships which was missing for most of them. I also added in a new pirate ship for the added Menace ability.
Bully: The second "capital ship" of the Kleptocracy. Essentially 4 Surveyor class mining ships ripped apart and welded together, the Bully class capital ship trades firepower and armor for speed, allowing it to hunt down smaller ships with ruthless efficiency. Its broadcast system is capable of overwhelming enemy comms channels with terrifying threats of death and violence, shaking the morale of their opponents and weakening their will to fight. As with the Infestation class which is made of of cargo pods, the Kleptocracy doesn't have the manufacturing capabilities to make proper capital ships, but they CAN haphazardly glue things together to get something of a similar size.
While working on the ship editor, a lot of backend stuff needed to be ripped up and redone. I ended up doing some refactors to generalize the logic for matching a hardpoint type to the weapon type for checking if they're compatible. This made it much easier to add in hybrid hardpoints and other future weapon types.
Hybrid mounts can equip either of the two types of weapons they represent. They also support equipping hybrid weapons in either of the two mounts they slot in. The new hybrid mounts are called Armament(kinetic/missile), Particle(energy/kinetic), and Fusion(missile/energy).
Weapons can also be assigned an Impossible type, which prevents some internal technical weapons from being listed/possible to equip.
Universal will no longer match with Support and Hangar, as the latter two are supposed to be special and more ship specific.
I was able to sneak in a quick feature for projectile weapons. They now have a firing delay attribute, which exists after firing the weapon before any projectiles come out. This will likely only be used sparingly, mainly to make some larger weapons seem beefier by giving them a charge up time while also giving them a slight counterbalance. I gave the Trebuchet and Catapult artillery a decent delay.
I added in a handful of weapons for the Kleptocracy upon realizing they had very few of them. As is typical with those wacky pirates, most of the stuff they have is either Mad Max style, stolen from other factions, or super outdated.
In addition to new abilities I've added in new flags to control their behavior, which can cover a lot of the weirder edge cases that were beginning to crop up in ability design. Abilities now have flags for disabling weapons while in use. They also have a flag to automatically disable them when the ship is overloaded, and another to allow them to be activated even if the ship is overloaded.
Shields will generate heat while in use.
Hullmods now support having differing perks depending on whether or not they've been built in. I'm not focused on using that mechanic just yet, but it was easy enough to add while I was rewriting hullmod code.
Lots of new hullmods. Many of them Marrock themed.
I went through and added in more collision layers to the combat system, simplifying some of the logic. There's still a lot I want to do with that in mind but I realize it will be a more gradual change.