Endless Sky Delta v0.10.7 parallel release #62
Zitchas
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Greetings to everyone following Delta, all 5 of you.
For those who aren't aware, the purpose of the Delta fork is to be a rapid development environment to experiment with Endless Sky, with the current focus being primarily combat. For the first while this was mostly focused on code enhancements, and in particular mechanisms for allowing the player to access quite a bit more information about what is going on and how things are performing. As of right now, the scanner side of it is available, but not implemented. Players will need to either edit those attributes onto outfits or ships, or use a plug-in to do so. But they are there, and they work. The player's HUD side, though, is fully available via preferences.
While the information might be the things that you see first, the big changes are twofold: The implementation of lateral thrust; and the significant reduction of drag. And by drag, in this case, I'm not talking about the thing that caps max speed, but rather drag, the mysterious force that fills space and causes spaceships in Endless Sky to act like ships on water. That has been mostly removed from the game. It's still present in a few corners to help with coming to a complete stop and the like, but it is largely gone. This means it is much easier to circle, strafe, and slide around the system. This goes hand in hand with lateral thrust, which is what ships now use to control that lateral motion.
It's been fun to work on, and I look forward to doing more. This is just getting started, and there is a lot to do. After all, rebuilding key systems of the game from the ground up takes some time...
What's Changed
New Contributors
Full Changelog: https://github.com/endless-sky/Endless-Sky-Delta/commits/Experimental-Development
This discussion was created from the release Endless Sky Delta v0.10.7 parallel release.
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