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GDTLancer v0.10-alpha

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@roalyr roalyr released this 02 Aug 23:51
· 171 commits to master since this release

GDTLancer

Progress

A space game inspired by Freelancer, Orbiter and EVE Online.
Developed in Godot 3 for desktop (Windows, Linux) and mobile (Android) platforms.

Recent changelog

Since v0.10-alpha (current)

  • New release (and some last-minute tweaks)!

Since v0.9-alpha

  • CCD is disabled upon reaching specific velocity threshold.
  • Tweaked autopilot to perform some rotation (approach is slightly spiraled).
  • Introduced star system coordinates databank for main galaxy (50k stars for now).
  • Split targeting into "selection" and "autopilot" controls for clarity.
  • Upon picking a stellar coordinate - spawn a system scene there (currently only a star).
  • Keep a track of recently visited star systems and do not despawn them if their number is within limit.
  • Proper spawner / despawner of stellar systems upon selecting them in order to create seamless travel.
  • Moved galaxy mesh into decoration background (scoping the space down for gameplay sake).
  • Temporarily disabled procedural coords.
  • Tweaked systems.
  • Tweaked velocity, damping is implemented in the game (due to recent engine changes).
  • Removed textures and uneeded sources.
  • Refactored UI a little.
  • Added panic screen.
  • Refactored cloud shaders.
  • Re-implemented LOD system (again).
  • Refactored cloud meshes.
  • Tweaked camera decorations.
  • Optimized background decorations.
  • Reworked primitive shapes scene (for importing).
  • Implemented planet surface shader (based on old implementation of star surface shader, but not animated).
  • Tweaked planetary shader to include lava layer.
  • Added a sector-level nebula.
  • Refactored names of local spaces and markers to reflect what they are clearly.
  • Added a new star system.
  • Added a new planetary shader (ice).
  • Pre-release tweaks.

How to

You can download one of the pre-compiled binary in the releases section.
If you want to open it in editor, then you must use a custom Godot build: https://github.com/roalyr/godot-for-3d-open-worlds

Support

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