Star Zeal 4x is still alive! The reason I have not updated for so long was to help myself focus on some stubborn and heavy coding that remained. Development has had its ups and downs but has luckily gone well enough in the last 6 months for me to able to post this.
A great amount of work has been done since the last time I uploaded anything, so much so that I have forgotten some of it. As such, I cannot fit everything I can talk about into this post, so I will be quickly summarizing what has been done and subsequently making some dev logs.
These are the main areas I have worked on, in preparation for the early access release:
-Game physics, EG: ship movement and combat. All of these now use physics simulation more so than they used to. This made the tactical part of the game feel smoother and more sensible. You will be able to see what I am talking about in action in the upcoming combat/tactical video.
-Weapons have received some more code and refining. There are now 3 main types of weapons, beams, plasma and ballistic. More are planned for a later stage.
-AI: Much more of the AI code has been completed, especially with regards to relations and the character AI which controls leaders independently to their factions. So now the interactions between you and the AI should get a bit more spicy.
-Great deal of bug fixing and troubleshooting, along with the never ending work on the UI.
-Large amount of art including vfx and new ship models like the sloop class seen as the center piece in the header image. The sloop class is the first official “proper” sized ship in the game.
Simply put, I managed to get an important chunk of development in the bag and I will get into the real meaty details in the upcoming logs. It will be a sort of final run before early access and there is a lot to go through. See you soon.
If you want to support Star Zeal, check out the support page here https://atomic-temporary-150259190.wpcomstaging.com/funding/ or use the paypal link to the right of this page.
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