Combat Officers

This update is shaping up to be adding a breadth of new features instead of focusing on any one thing in depth. This is a change of pace from previous updates, but it’s nice in that it’ll be easier to flesh out these features when it’s more clear how they should be interrelated. That’s something that would be more difficult to figure out without seeing more basic versions of these features first.

As you’ve no doubt divined from the post title, the new feature is “combat officers” – people you can hire to command other ships in your fleet, improving their performance and letting them keep up with your flagship as your character’s skills improve.

officers_fleet

Keep in mind that this is very much a “20% of the effort to get 80% of the way there” implementation. After laying down some related groundwork while implementing campaign missions,  this took a bit less than a week. Which, if I’m being honest, is shockingly fast, although it’s not particularly fast for the “pure” amount of work it was. It’s that game dev usually takes a long time because a lot of it is spent figuring out exactly where you’re going, trying this way and that, finding your way through the design space. That holds true on many levels, from grander things like designing core mechanics to more mundane things like making a button feel satisfying to click. This time, there was a clear path to an initial implementation, and everything came together very naturally.

What I’d like to do is talk about how officers work now, and then talk about possible ways of fleshing them out later, depending on how other parts of the game shape up.
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