Working on some framework level "adjustment", unrelated upcoming storm footage.

#Precursor #indiegame #pixelart

Type-2b, a heavier counterpart to the more offense oriented 2a. Instead of active modules and a defensive barrier, it relies on a missile bay and heavy armor. Ideal for mining and general resource gathering.

#Precursor #indiegame #pixelart

Interactive Tactical overlay elements are now all in same space, directly on relevant objects. Also small experiment, inspecting vehicles displays directional armor values.

If selected Emitter mode has any armor pen, any armor that is too thick is red

#Precursor #gamedev #indiedev

More work done on Map overlay separation. Buildings, including their destruction status, are now visible. There is few more things that I would like to display there but this will do for now. Now for the second part, Direct overlay.

#Precursor #indiegame #gamedev

As promised, better ship with considerably better equipment (more info in comments), against same strike group. Next up: I have to rework one thing and then comparison with different variant of same tier ship/eq.

#Precursor #pixelart #indiegame

Testing balance pass, starter ship + starter equipment (basically point where you don't want to take fight with any decent army) vs very small US strike group - doable, but barely. Next up, better ship/eq vs same group.

#Precursor #indiedev #indiegame

Testing flight model for copter and pilot ai.

#Precursor #pixelart #indiegame

Some quick HUD work, integrity + defensives (depending on type). Status of individual modules and parts remains and will remain as world space gui in interior view.

#Precursor #screenshotsaturday #indiedev

Do not go gentle into that good night... (bring considerably bigger ship)

#Precursor #gamedev #indiedev

Mostly minor fixes and some polish today, however I've made lil mouse icon so mouse binds are now displayed instead of "NONE" which, as you might have guessed, wasn't intended.

#Precursor #indiegame #gamedev