This week Zack's getting Nathan and Gabe in closer proximity so they can collaborate more directly on the build process for BR. Zack typically works on BR off-and-on from home, so having more frequent hands-on access to the other core coders helps. We're used to doing our commits in a bit more of a sloppy amatuerish fasion, so Zack's trying to help enforce better "professional practices". That's what he
calls it anyway. To us, it's Zack just being a total buzz-kill party-pooper!
Nathan's peeling apart the sector logic and re-forming it for use with the Artemis system. We had a long talk on Monday on the future of sectors in BR, as previous plans for sectors were a little more loosey-goosey. But, as Micah keeps chewing away at the gameplay with the Unity standalones the gameplay regarding sectors is steadily refined. In our previous "galactic travels" Unity standalone we had rough-drafted the galaxy map, and we've had some ideas for improvements since, so it's all being factored into N's Artemis code merger.
Gabe's still integrating his pathing algorithm into the main engine, making upgrades to stability along the way. Can't wait until Nathan's done with the sector logic... it'll be interesting to see the crew pathfinding in action in BR!
Me and M have been working on capital ship controls in the next Unity standalone. Also ties into crew and gunnery control, so a lot of work! It's the kind of work I like the most though, trying to simplify and refine the feeling
of the game. Making gaem engine for so long makes us hungry, so hungry for work on actual gaem mechanics.