The new beta version is up for all who are interested. I am going to delay the update of the default game until 2.0 is ready. Based on the feedback I received, and the fact that I am nearly done with it, I thought it best to just wrap things up and do it all at once.
New in this version:
Updated Star Chart
- I'm really excited about this, probably more than I should be, but I have figured out how to use the engine's draw functions to create the sector outlines and orbits with lines, instead of the clunky looking textures I've been using
- This gives it a much more computer generated look that feels more consistent with the style I wanted to begin with
- The Star Chart used to get frozen if you opened it while approaching a planet, this should work fine now - though it will prevent you from using it while it's still scanning a planet
- Using the right mouse to rotate the camera in the star chart used to cause a strange jittering effect, this should behave smoothly now
- The mothership is now always highlighted with a green circle when the star chart overlay is active, this will help in navigation
- The star chart camera will now "look at" the currently selected sector when you open it, instead of defaultng to sector 43

A peek at the updated star chart
Toggle HUD
- Pressing F11 will toggle the HUD for anyone who wants to remove it to take screenshots or something
- This is a temporary fix, I will add a button in the options panel
- Right now the HUD may reappear, but you can always make it disappear with F11
Game Balance Issues
- Cold Resist blueprints now require an alien injector, making it a bit tougher to get your cold resistance down to zero
- Heat Resist blueprints now require an alien capacitor for the same reason
- Key blueprints will now require more crystals, to make it a bit more challenging
- Crystals and other materials spawn in smaller amounts
- Price for storage upgrade and star chart upgrade have gone up
- I am hoping these tweaks make the game a little more challenging and rewarding to play
- I want the player to have to strive in order to upgrade and buy things, this is where I think I need the most feedback
- Are things too easy to buy?
- Do you find yourself with too much money and nothing to spend it on?
- I think this is something that will need to continue tweaking, but hopefully I can get it a bit more balanced before 2.0 arrives
- I also prevented star chart and storage upgrades from appearing randomly, you will need to buy them from the mothership
Next steps before 2.0 release
I want to work on getting planets to have better variety. A player pointed out that in different games, he found greater concentrations of some kinds of planets over others. I realized that there are certain planet types that I have not seen at all for a long time, so I think I need to address how they get chosen in order to make sure the randomizing algorithm doesn't prevent certain types of planets from forming.
I definitely want to hear any feedback about game balance. With the introduction of the star chart and storage upgrades, I feel like there should be enough stuff for players to save up for. This will hopefully make discovering gems and storage caches more exciting.
Enemy spaceships will need to be revisited. The robot sentries are a bit on the tough side. I think I can make them a little less acurate and that might help those encounters seem more in-line with the rest of the game.
An issue in caves was pointed out, in which the character can fall through into a lower level, I will have a look at this...
Finally, I will need to update the in-game tutorial as well as the manual in order to accomodate all the new features.
