Updating graphics and base code. Cartographer standalone tool for creating star systems almost finished.
[img]{STEAM_CLAN_IMAGE}/31206372/2bbd99408a833cdca014a369b553e3e42011660e.png[/img]
A new website is online for Space Time Shipyard, [url=https://spacetimeshipyard.com/]spacetimeshipyard.com[/url]
The game title graphic has been changed.
I've finished creating the code in C#.net that will handle modifying all the data in the game. This space sim is going to be super easy for kids and adults to modify to their liking. No mod managers will be needed. For example players will be able to create their own ship components or edit existing ones by adding or changing lines of text in game files. The game will automatically create a backup of the original data files on install so it will be a simple matter to revert back to vanilla game play.
I previously decided data files will be persistent once a game is started. Meaning once a game is started the data for that instance of the game can't be edited. I've done away with some of that. As players will be able to add their own components with various properties I decided I don't want to store all of them in RAM all the time while the game is running. The npc/AI entities in the game will have access to the same data. So if a player wants to edit the data mid game/cheat then the AI WILL know about it and use the modified components as well. The AI will use a scoring method to choose what components to add to ships and bases it creates. So when the AI sees a component modified by the player that is a weapon which does a lot of damage but costs pennies the AI will destroy the player with their own cheat.
I've also temporarily removed the 3d modeler from the game for creating custom ship hulls on the build I'm working on. I've been spending more time on trying to fix issues with that than on making the space sim so I've ripped that part out and will get back to it after I get a playable game on STEAM. When a playable version of this is on STEAM it will have ships ready to use.