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Have you thought of adding a system for saving unloaded objects? For example: a player kills an enemy with some good blocks, but the player cant remove their current blocks without a Gauss cloud, so they go to find a Gauss cloud and detach some blocks. At the moment, if the player went back to grab the blocks they left behind, then they wouldn't be there.

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At the moment it's super easy to just rez in anything without bugs (mostly). There's only an active area around the player - everything leaving that area is destroyed and keeps the game running smooth.

Saving stuff gets super tricky when anything moves out of bounds - you have to manage the enemy leaving active space and then being saved without overlapping saved map.

But yeah, you raise a good point because if I go into Junkyard, find a power cell and then march to the station to free up a slot, I'm going to be super sour when I get back and it's gone. I think I will work on the zone recipes first and then see about moving the current system from spawning quick chunks to static zones. 

* This could also mean fun stuff like coming back for blocks and the game could see about spawning an enemy ship that's stolen them.