A week has come and gone, and in turn it's time for the first weekly report. In this report I will go in-depth about the new (prototype) color customizer, the tentative plans for pre-alpha releases, and some news about the other project I mentioned. Now, without further delay let's get into it.
All the Colors!!!
First off, earlier last week I gave a preview of the color customization system that is being created for NEX:OS, and some of the very simple things that can be done with it. Now unfortunately progress on that system took most of my focus and time, as I want to have it working well and fully thought out before getting more concept work completed. While the base system is in-place I am still going though and working out some performance hits, and attempting to maximize the amount of available material layers, which currently stands at roughly 6 layers. But what is a layer? In the world of NEX:OS Centurion armor is made of 3 components/materials: Tritanium, Titanoweave, and Polysteel. This system allows for those three materials to be masked out from each other, then even further masked out to allow for up to 3 colors or surfaces to be applied each, for a total of 9 possible colors/materials per armor piece. The current issue is keeping a high level of performance as currently 6 layers seem to push the system to my comfortable limit with performance. Ultimately I am still working and not all pieces will have 9 layers, at most I may limit 5 or 6. Finally players will be able to apply levels of ware to the armor and even place decals to add a little extra flare.
So, what does all that mean for you as a player? The goal of this “Plating” system was to allow for similar customizations as seen in Destiny or Halo, but also allow the player levels of control similar to Anthem. This is where I am at now, currently refining the system and working out how to make this work the best. Currently I am leaning towards allowing players a pool of surface types and colors to allow basic customization while offering curated and artist crafted ‘Plating’ that push what the system can do. Ultimately this is still a prototype and it can all change depending on how well I can get this working.
Below is an image of the new system (Left) compared to the old static materials used originally (Right). While a very simple pallet, this shows what can be achieved with this system.

Comparison using testing materials (left) compared to the old static material (right)

Prep for a Hot-Drop
Now, pre-alpha releases. This is a section that has the most fluid and flexible information, as I am still working out what exactly the goals for these alphas will be. At present I am NOT planning any multiplayer alphas for the time being, the reason is that I want the core gameplay loop running and working well before going into multiplayer. So what can you expect in the first alpha then? The first few alphas will be aimed at ensuring the gunplay, abilities, movement, and other core mechanics are working as intended. Players will have a tutorial section and small area to test their abilities, I will also have some other things for you to discover but I will save those for the releases. Each pre-alpha test will also focus on a different class to ensure that each one feels powerful and unique, while also ensuring their abilities work as intended. Once all the ‘Core’ tests are completed I will have more information about any Multiplayer tests. As stated at the start of this section, this is all fluid and subject to complete changes and restructures, but that is my current plan. Also as a note I do not have any timeframes for these releases but I am hoping to have something by the end of this year at the latest.
Red Alert; All hands to Battle-Stations!
Finally I want to introduce Project Cruiser, the vehicle combat simulator set in the NEX:OS universe I started work on. First off I do not want to go into too much detail as this is still in the very early planning/prototyping phase and it is all subject to change, but I wanted to get this out there and gauge interest. Project Cruiser puts you into the uniform of a Warship captain in the middle of a battle, its up to you and the other captains in your fleet to survive and win. Unlike other ship combat games, this one will be focused on tactics and long range battles, much like how space combat will likely be. While the details will still remain a close secret I do want to say that this will not be solely a project for the virtual space.
Finally I want to thank all of you that stuck around for your patience and I promise more info is coming soon. Once the Plating system is completed I will be able to focus more on the other systems and start getting gameplay footage for you all to see. Also keep an eye out for the first devlog releasing in early October.
Until next week, may the Ancestral Stars guide you.