Hello everyone. It's taking me more time than I thought to implement the player's RPG skills and attributes system. You have to plan everything well so as not to end up in a sea of ​​disconnected and meaningless variables. This is where the power of dictionaries and arrays becomes your lifeline. On the other hand, keep in mind that this is a one-man project and I am not dedicated to this full time. Don't worry, little by little we are moving forward. More news soon. Thanks for being there.
This last month, we've been very busy implementing all the logic behind the RPG aspects of Rocksteroids. This is a quite complicated job, we must keep in mind that internally, we work with many variables that interact with each other and we must pay close attention to the changes. Little by little we are moving forward. At the same time we have been making the appropriate changes to our "Docks and Shipyards" screen, reorganizing the information and planning the system of weapons upgrades.
We continue refactoring the enemies' code. But we are also tweaking the behavior of collisions with asteroids. Now maybe they are too soft. I want them to be more dangerous crashes, and in some ways lethal. We have also thought about dividing the ship's armor, so that one section is in charge of receiving and absorbing combat damage and another part will be in charge of absorbing damage from impact with rocks. Both factors can be improved during the game, by investing the money that the player will earn with the missions.