Anubis-class Cruiser

Today I’d like to talk about a new ship we’re adding to the game, the Anubis-class Experimental Cruiser. What makes this ship special enough to merit its own blog post? After all, as has been proven by science, at least 10 new ships are being added in the next update. However, this is one of a few ships that will be possible to have in the player’s fleet (as opposed to being [REDACTED]), so, finally, it’s something I can talk about without any real spoilers. Plus – as hopefully you’ll agree – it’s going to be a fun ship!

I try to be careful when adding new ships and want to make sure each one brings something different to the game. This is, for example, why a lot of new ships have built-in hullmods – now that the majority of “normal” ship roles have ships filling them, it takes a little more to make a ship stand out in some way.

This is where built-in hullmods come in, breaking or bending the rules a little for a particular ship. I don’t usually *start out* wanting to add built-ins, though – the process is almost always that I have an idea for how the ship should work, try to make it do that, and then add a built-in hullmod or two if that seems to be the only way to achieve the desired result.
Read the rest of this entry »

Planet Search Overhaul

I’ve been working on stuff that I can’t talk too much about since that would spoil it, but there are some QoL improvements I’d made a couple of months ago that I wanted to talk about, but hadn’t had a chance to just yet. Talking about it so much after the fact is a bit tricky – I don’t remember all that was going through my mind as I was working on it. I did take a bunch of notes at the time, though, so hopefully that’ll refresh my memory!

The old planet list (that is, the one in the currently-released version of the game) is one of the older pieces of UI in the game, and it’s definitely showing its age. Part of the problem is that I’d designed it around the same time as the initial implementation of colonies – possibly even before colonies – so while I had some ideas about what might important to show or filter on, it was more speculative and not based on “hey, this is what actual players playing the game need out of this screen”. But at this point, there’s a lot more information to base a redesign on!
Read the rest of this entry »

Codex Overhaul

First off: what the heck is the Codex? It’s basically an in-game encyclopedia where you can look up ships, weapons, and so on. The current implementation is very, very old and and this point really showing its age – frankly, it’s clunky and not very useful, but on the bright side, it’s also not strictly speaking a required feature, so it was fine to leave it be for a while. I’ve been on a roll with QoL work lately, though, and the game is certainly far enough along now for a proper Codex rework, so I decided to jump into it – I’d have to do it at some point!

I started working on the Codex update with a sort of standard question to get my bearings, design-wise – “why is this in the game?” That’s a question with sharp edges, because if there isn’t a good answer, then maybe it should be cut instead, and the time and effort put into other things. Obviously, that didn’t happen, or we’d have a much shorter blog post!
Read the rest of this entry »

Save/Load UI, Autosave, Intel Map Markers, and More

Since the previous release, I’ve been working on a bunch of quality-of-life features. This wasn’t exactly planned – at least not specifically for right now but these were all things that had to get done at some point, and now is as good a time as any. Perhaps a better time than most, even, since I’m feeling oddly motivated to work on these. Part of it is upgrading from Java 7 to Java 17; it’s nice to see the game running more smoothly – and in a similar vein, it’s satisfying to bring some older parts of the game up to par.

Read the rest of this entry »

Simulator Enhancements

The combat simulator in Starsector is essential to the experience – you need to be able to adjust your ship loadouts effectively, and being able to test out changes quickly is a key part of that. Imagine having to get into a real fight just to see how your new set of weapons performs! That simply wouldn’t do. This means that the simulator was added early on in the development process. This also means that it hasn’t quite kept up with the times, and was very much due for another look.

Read the rest of this entry »

Forum Blog Media FAQ Features Digg it! Del.icio.us! Share this on Facebook Reddit Stumbleupon it! Technorati Tweet it! Download Starsector for Linux Download Starsector for Mac Download Starsector for Windows Preorder