We're having a national holiday today, but we've been able to push a quick fix and an update is coming out today as usual. This update fixes the recently introduced troubles with suspensions, which is an area we want to keep improving and not making worse. In fact, we have improved the physics a bit too with this one. Just need your input and stress tests to confirm. We've also realized the very important tutorial part on Buildvision and how to set wheels so that your vehicles are operating was gone missing from the game. This didn't help new players very much in creating their first rides. In other words, the steering arrow usually goes in front of the steering wheel, not on top of it.
In one of those rare occasions in game development, implementing a new feature has taken less time than we had expected. Or was it because Thomas has magic hands? In any case, the important thing is the prototype is working!
There isn't much left to do on our side, besides adding particle effects. Then it's up to you to stress test these in real-life conditions. You'll have the chance next week.
The hover-pads are gimbal jointed and as you can see from the GIF above, pressing the directional keys turns them into the required directions. In other words, the control scheme is similar to wheels. Setting everything up in Buildvision is granted. The new hover-pad blocks hover at around 1-4 meters (can be set to three modes, actual distance subject to change). They also have two modes of operation, one that leaves the pads (and your vehicle) hovering when you leave it - which is especially useful on water, and one that turns it off when you leave the cockpit - which is also useful on water. Because once the hover-pads are submerged, they work with extra power. That's right, according to the laws of physics, these hover-pads punch an extra kick in water. We know a few Nomads that will put this mechanic to a good use.
Since the hover-pads and hover mechanics are ready, Thomas will proceed onto buoyancy mechanics. Together with Pavel, they are figuring whether to create specific floating platforms or whether to design small blocks to add onto existing ones to provide them with floating properties. 'Why not have both?' you may add. And yes, we haven't thrown away that solution either.
Updating the Whole Planet Nomads Project to Unity 2017
The work is moving forward. Kubat has re-calibrated the camera-effects and signed them OK. Martin Š. has reworked some of our custom shaders to work there as well, and now the guys are figuring out the MAC build and recompiling the DLLs and database parts to work on OSX under the 2017 version. Afterwards, we'll be able to do performance optimizations as planned for the November update.
The work on advanced planetary settings and reworked electricity with central control continues. The phase of working on a new tech tree and on adding alien monuments to the game coming soon.
Take care, Nomads.