Updating graphics and base code. Cartographer standalone tool for creating star systems almost finished.
The point of having enemy ships/fighters/bases in Space Time Shipyard is to provide an immersive game universe. I want to have an AI that will be challenging for the player. As I've never programmed AI for 3D space sims before I'm in a predicament. I've decided to put out another game first, Engage!, that will be a space sim which focuses on 2d ship combat. In that game the player commands a fleet but only controls their flagship directly. The player can give orders to other friendly ships but has no control over how friendly AI behaves. The enemy AI will attempt to blow the player's fleet out of the stars.
For Space Time Shipyard I don't want AI that just flies directly at the player. I want the AI to analyze the situation and respond accordingly. I want the player to experience enemy fighters and ships trying to flank the player's forces and do maneuvers in 3D space. That's a herculean effort without any prior experience in programming a flying AI. So I'm going to put out a 2D space real time tactical game first that will allow me to develop the AI for a 2D environment and then I can bring that over to this game for the 3D environment.
If I didn't put out another game for this I would need to do some sort of project where I could learn to do this and it would put Space Time Shipyard on hold anyway. I figure if I'm going to do this I might as well make another project I can make money from and turn around and put what I've learned and earned into Space Time Shipyard.