Posted October 03, 2024 by Mackerel Sky
Hello everybody.
It's been a busy few months as always, between work, study, music and my other personal responsibilities (in fact, I'm pushing this update as I'm on the road). Outside of this update, there's a few other bits and pieces that I've been working on regarding the project that I'm ready to talk about. Let's get started!
Bug Fixes
Known Bugs
New Features
What's Next?
In the ASE v0.09a update, I spoke about my work on the game and the limitations holding me back from committing to a full development cycle. These problems are highly complex and can't be resolved through simply purchasing an asset from the Unity store or doing more homework (at least, if I didn't want to spend another 10 years figuring out how shaders and the depth buffer works)
During the past few weeks, I've been doing some investigation as to the feasibility of resolving these problems on top of my regular update work. This has allowed me to identify several potential avenues to explore regarding long term, serious development of ASE to bring it into a state which aligns with my own minimum expectations of what a game in this genre should look like. I've carefully examined my own personal and professional situation and think I have what it takes, so I'll give it my best shot.
In the course of my research, I have realised that making video games requires more work than I initially thought. There are so many things you need to account for, not only from a technical perspective but also project management, legal and financial considerations. That being said, a lot of this stuff falls under what I do for a living normally, so I'm confident that I should be able to manage things responsibly.
Risk mitigation remains priority #1 not only for me, but for the people who are interested in my game. While I've been treating development as a fun distraction up until now, further development will require an increased time and financial commitment. I am not keen to risk my own time and money - and more importantly, that of others - for an uncertain outcome. My basic principles will remain the same:
While I get everything sorted out, v.10 will probably be the last major update to ASE on itch. Everything that I wanted to achieve with this project has been done and while a lot of things are very janky, I'm happy with the material and mechanics that are in the build and content to polish them out as part of development later on. There may be a few bug-fixing patches or I might try to work on better joystick support, but I have no plans to add any further changes or content to the core of the game.
With this out of the way, I guess I'll also cover what we can hopefully expect to see in the next iteration of ASE.
What Will Stay
What Will Go
idk lol
In addition, everything that will stay will also go through a period of rewriting/optimisation to fix tech debt and improve performance. This will happen alongside content development. As such, the next iteration of ASE will require some time. As usual, I'll try to post updates here and there on my Twitter/X. Please feel free to follow if you'd like.
It has been a pleasure and a privilege to have so many people play my dumb little game. I can't believe that it started off as a stupid distraction I made after watching Top Gun 2.
Until next time,
Mack
I never got around to updating the hangar system. Woops :/