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Old October 16, 2019, 15:11   #31
Derakon
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I'm getting closer to having a proper "vertical slice" that shows off content in every part of the game. The major remaining items I can think of are:

- Completing missions shows a mission summary screen, including tech point rewards.
- Ships can drop pickups during missions (health, ammo, and tech intel).
- Some parts require intel to be found before they can be researched.
- Weapons use ammo.
- Group weapons into firing groups in the ship designer.
- Build some properly historical ship designs to use for enemy ships.
- Fill in stats for ship endurance and weapon damage -- currently all ships have 100 health and all weapons do 1 damage, which isn't exactly great.
- Build, oh, three complete missions.

At the beginning of October I'd hoped to have a vertical slice done by the end of the month. That now doesn't look likely -- making the tech tree took longer than I'd hoped. But hopefully by the end of November I'll have something people can bang on.
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Old October 17, 2019, 16:22   #32
bratman
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Good initiative brother
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Old October 20, 2019, 01:01   #33
Derakon
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Thank you!

I spent today updating the ship designer UI:

https://i.imgur.com/4l9FFGC.mp4
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Old October 22, 2019, 08:04   #34
Gauss
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Will the game feature SSN?(nuclear attack subs)
It would be a blast
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Old October 22, 2019, 16:05   #35
Derakon
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I definitely plan to include AI-controlled subs. I would like to include player-controlled subs, but they'll be a different playstyle (different controls, I'd need to make underwater graphics, the ship designer would need different rules, etc.), so it's really a matter of how well everything else goes and how much time I have.

I do not currently plan to include nuclear missiles, for the same reason I don't plan to include playable aircraft carriers: they fundamentally change the nature of the game in ways I don't want to explore. This is a game about massed "small" weaponry, not about weapons that can wipe out entire enemy fleets with a single shot.
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