Getting the project production-ready.
I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game.
A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them.
I also found a pretty game-breaking bug, so I’m documenting it here for future me:
If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later.
I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing.
Turning it on made a huge difference, the game looks so much cleaner now.
As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe.
I also changed observatories so each planet can only have one.
Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere.
Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing.
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