Posted April 13, 2024 by Mackerel Sky
Hello everyone.
It's been almost three months since the last update! If you've read the last development update, you'll know that I've been overseas, then came back to work, study and the band as normal - all of which were backlogged thanks to the trip. Unfortunately, I think the total amount of time I've put into working on ASE has been only 3 or 4 weeks. I sincerely apologise for the wait on this patch. To help avoid the radio silence, I'm going to reactivate my X/Twitter account, which you can follow by using the link.
Thankfully, outside of my lack of time, development is progressing well. In fact, I think I've only got one (visual) problem left to fix before I can add in a floating point offset solution to the game. I've been whining about this particular problem since last year, so fingers crossed I can fix it next patch! ASE 0.08a introduces some of the last few gameplay features I've been planning to add, and I think the game's in a better spot than ever before.
Bug Fixes
Known Bugs
New Content and Other Changes
What's Next?
Operation Starhound proved that complex scenarios involving several moving parts and trackers can now be constructed within ASE's mission framework. This is pretty close to an MVP by my standards. The last mission-critical thing I need to do now is investigate a way to efficiently render thousands/millions of trees over terrain in a performant way, and of course clean up the last visual bug with floating point.
With work on features likely to soon come to a close, there will be a focus on general code clean-up, bug fixing and optimisation. As you know, I'm not a programmer by trade, and these last few updates have really been pushing me in terms of experimentation and learning - on top of reactivating some of lunetis's old code which I might have built alternative arrangements for earlier. This means that ASE is a bit messy code and bug-wise at the moment, so I'd like to spend some time just cleaning things up.
THE STORY
It's also about time for me to address the elephant in the room - there has been a lot of questions about story and setting and while I tried not to think about the story before I knew what the game was going to be capable of, I think development has progressed to a state where I can start having a think about this stuff. It's no fun if I just straight up come out with what I've been thinking of, so instead, I created some magazine excerpts below (open in new tab to view).
Please note: There isn't a formal link to the missions contained within the game to this lore material. Or there is. It's up to you!
I'm also very very very bad at names, so you can expect some of the terminology and nation names in this stuff to change as I think of better ones.
Hopefully, this answers some of your questions, and raises some others.
That brings us to the end of this very lengthy update devlog. Thank you for your constant support via all the channels I get contacted on. I hope I can continue to work on ASE to the very best of my abilities.