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Tiny Bubble - Progress...

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So some updates as promised... Progress here is good, very good in fact. From the first version of the project, I'm already into a 'preplanned' early re-write. At this stage I'd like to share two key concepts of what I'm aiming for here in terms of the development side of the project, as it's important for context. #1.) Performance - What exactly is the most efficient state we can build this game in? The objective here isn't just a 2D game that can be played on a toaster... But a large immersive 2D game with complex mechanics that can be played on a solar-powered toaster, during a total eclipse. Hopefully this game will become a default for Alt + Tab whilst waiting for those pesky Raids/MP Game instances to load. #2.) Flexibility - A foundational game that allows for large amounts of customization, modding and future free content. Where the modding content will differ from 'Steam Workshop' is that all mods will be available directly from our website, and only added to the available downloads once curated by our own team. Total overhaul mods needing nothing more than PNG's and JSON data blocks is where I'd like to end up. So, back to the project... As a junior developer in C#, completely new to Godot. I had committed myself early days to the idea that after discovering basic use of the Godot API and establishing early game mechanics, it would be sensible to commit to a full re-write very early on. The idea here is to avoid foundational problems seen in other well known titles around the A*3 scene. What this means at this stage is taking the rather rough and scattered scene tree and fixed scene content from build 0.1, and moving this to a dynamic style scene system with resources loaded and cached where possible. Resources for the game being so small, caching the entire games resource system on launch is a really viable option here. The trick being to ensure allocated resources are disposed of quickly and efficiently when no longer needed. The new dynamic scene tree vs the old fixed ship scene's can be seen in the image! The benefits of this system are already becoming clear with things like 'modular ships' from ship parts, 'modular components' for ship parts are all working very nicely already. The plan is to get some basic systems back into functioning state, then release the Alpha build for free subscriber download and take feedback. The initial systems I'm aiming to have working for Alpha 0.2 is: - Ship/Full ship controls - Full physics simulation (accurately reflecting the 'Tyranny of the Rocket Equation") - Functioning UI for interactive ship controls - First loot containers - Loot container scanner mechanics - First space looting mechanics - Outpost meteor (with Landing Zone) - Transition to Outpost from ship The idea here being you'll be able to fly around a bit and feel the physics design. Try and 'attach' to loot crates to break into them etc., find your Outpost and see your Martian wandering around inside your outpost. I'll release more news as we move closed to the Alpha download release. Current time frames suggest this weekend or next! In the meantime, stay safe out there.