Spiritus Astrum [P0-B10]: p1482: Towards Early Access
I have added a shield effect to enemy star fighters, and I have added them to the existing tracking/nav map screen.
I have also made improvements to the nav map screen to allow the player to filter in/out enemy fighters.
The players shuttle also has shields too, and a “hull strength” value that will cause the shuttle to be damaged or destroyed if the hull fails.
Instead of adding aim prediction for the enemies, I have added “homing projectiles” instead, this was much easier, and seems to work just as well.
It was a challenge to add the enemies to the floating origin system, I ran into some issues that occurred at high speeds and high impulses, but this seems to work on now too.
The space combat system is now basically working, and I am quite pleased with it. There is still quite a bit of work to do, however.
In addition to some user interface improvements, the main area that I still need to work on is balancing the values for all of the different variables, such as weapon damage, shield strength, and the turn rate and thrust force of the enemies, etc.
There are also still some issues with projectiles experiencing unusual behaviour during floating origin shift events.
