Posted November 30, 2023 by tsmspace
The biggest change is that I am also releasing the game free on steam.
There are several new scenes. There are some parity changes across vehicles features. There are some pretty big changes to the guts of how the checkpoint system works, hopefully addressing most of the issues of accidental registration of checkpoints without compromising registration of checkpoints. Technically I still do not know the top speed of the gates being able to register, but as I personally still have not encountered "over speed missed gates" during normal gameplay , I believe the limit should be high enough that few players should expect to skip checkpoints unless all they do is try to speed check a single checkpoint from as far away as possible.
Controllers can now work to navigate the menus. There are a few little hickups in there, where it's confusing to try and get to some buttons, but overall it is possible.
I now have the discord set up for the sharing and browsing of saves, although only I have ever been there. https://discord.gg/syEyJjkTrA
I have basically achieved the lions share of my goals with the games initial development. I would like to better iron out a way for players to share saved games without having to "download zip files" but atm it is too advanced for me as a programmer. I occasionally imagine I would like a few more experimental vehicle types, although this is not really a particularly strong desire at present, and all of them require function that I'm not exactly sure how to program.
Some future goals :
- Better visualization of the concept of realistic space drone racing as it could be possible today.
- a LITE version of the game, with very minimal scenery but all of the same functionality.
- a more built-in save-sharing system. This may be possible with Steam Workshop although I am not familiar enough with it to be sure. I imagine it could be similar to how Kerbal players share their saved vehicles.