9/2- Pilot Simulation Revamp Update
I’m still plugging away at the Pilot Simulation revamp, though there is some save bug that slipped through the cracks, so I might have to do a hotfix before I release this next update. I don’t think I’ve touched any code outside of the Pilot Simulation rework, so the hotfix shouldn’t introduce any new bugs.
Anyway, I’ve mainly been putting together the UI and logic for the Pilot Simulation, mainly the Event System and Dialogue System. As you can probably see, I wear my inspiration on my sleeve for this one -- though as usual, what you see may not be final.
Although, the ship system has proven to be a little bit more complicated than the other systems. Especially since a lot of decisions were made to work within the UI space available. I’ll try to keep my explanation pretty simple for this:
You have your ship’s systems and so will the enemy ship (when that side is added) and you can man each system (or weapon) with Crew. Manning your weapons or Systems will give those systems a bonus – while manning a Sub-System will only provide you the ability to defend that system if the enemy boards your ship and starts attacking that subsystem.
Speaking of boarding, you’ll need to have the teleportation subsystem to be able to send crew onto an enemy’s ship and start disabling their systems (or if you have the L.O.V.E. Droid subsystem, they’ll be sent automatically to the enemy ship).
Now if a System is manned by an enemy crew, you’ll have to defeat the crew there first before you can start damaging their systems.
As for how crew fights work, the crew in an entire system section will fight – even if they’re manning a different system. So, once a hostile crew is in the Weapons subsystem, all ally crew in the Weapons section will fight those hostile boarders.
With that, you can see your crew’s stats at the bottom (regardless of what room they’re in) to keep track of their hit points. I also plan on having a little lewd animation play for when a crewmember or L.O.V.E. Droid is engaged in battle and you hover over them.
That’s about most of what I’ve got sketched out so far.
Other than finishing up the code for the Ship systems I’ll also need to make a map system for navigating between Jump points. I’ll probably be working on that next, then it’ll be just a matter of integrating animations and the story beats for us to begin testing.