A More Refined Game

So, for the first time in a while, OreSome has a new frame – by community request, I present the Refinery.  

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The Refinery Frame allows the player to convert unused ore into higher level ore at a rate of two to one, when it is powered. For example, two green becomes one blue (or yellow to red, red to cyan, etc.). Any ore can be refined besides top level white, which still must be found to be utilised. Keeping an eye on the refinery is necessary if you want to ensure you get the ore you want – it’ll keep converting so long as the power lasts, so beware losing all your low level ore. Losing power while converting loses the current ore, so ensure to keep the contraption constantly powered to avoid ore loss. 

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Here you can see the green ore arriving on the conveyor belt, in the process of transmutation and finally exiting as blue ore on the other end. 

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A number of performance improvements have been going in lately, which should result in a much more smooth gameplay experience for all. The job isn’t yet done, but it’s lightyears better than it was.

v0.35
Added Refinery frame
Added Asynchronous (partial) sector generation
Added Asynchronous saving – no more massive hitch when autosaving
Added Drifter explosion effect
Added Canister identification improvements to the map screen – hover over a sector to show canisters discovered
Balance Yellow tech tree reordered and condensed
Fixed Waypoint arrow visual bug
Fixed Shields causing massive stutter
Fixed Main quests skipping first Badlands quest

v0.34
Added Allowing easier building. Frames can be picked up and rotated with build circles.Hold left click for a short time to grab
Added Probes rotate when in frames to match entry orientation. Can be used to set up eternally spinning devices or similar
Added Tracking of total population killed for future story purposes
Changed Black hole particle effect to be more obvious
Improved Particle effect efficiency
Improved Low level bioform AI efficiency
Fixed Waypoint indicator zoom issues
Fixed Purple flash on game start

v0.33
Changed Reduced shop aggressiveness
Changed Increased yellow nebulae cycle rate
Changed Increased anchor frame stopping power
Changed Increased planetoid deceleration
Changed Increased weld joint ridigity
Changed Initial access to first connect frame – part of future changes to make early frames more accessible
Balance Command, Battle, Freighter frame pricing tweaked
Fixed Camera smoothing
Fixed Drill free floating ore collected
Fixed Removed non essential debug messages
Fixed Buttons needing two clicks initially
Fixed Minimise making gui transparent

As you can see, a number of improvements to making the early game more accessible and less punishing have been made. A frame is now unlocked by default and frames can now be moved even after they have been built – so long as they remain inside the build sphere. Work on a new trailer has begun, which ought to show the game off better in its current state. Anyway, go forth and refine, curious androids!

To Multiplayer, or not to Multiplayer

Basically, multiplayer is more than a possibility for OreSome, but significantly less than a fact. At this point, some of the basics are in (code libraries and such), and game instances will communicate with one another. Bots are synced up, mostly – though nothing else is.

The reason for mentioning this now is that getting this working properly is now a matter of time – in the sense that getting it to work is entirely possible, but will leach a fairly large amount of time away from other features, like more missions and whatever else you might care to think of. No decisions have been made yet on which direction to pursue yet, so sound off in the forum or comments on which you think might be best.

v0.32
Added Options menu is accessible in game
Added Controls menu screen entries glow when being editted
Added Load slot shows date for easier identification

v0.31
Added Superweapon steam, star charge, stasis effectsBalance Research levels for orange, purple, cyan, pink take far fewer kills to achieve – 1 for Level 1, then 3, 9, 27 and 81 for following levels
Changed First main quest has a selection of new frames to be grabbed, making it easier to get an early ship together
Fixed Bonder sinkhole ability bug
Fixed Breaker bots triggering music
Fixed Wall beams moving weirdness

In other news, a new trailer may be forthcoming soon, the current teasers probably are no longer good enough. However, if anyone is willing to help gather good footage for one, that’d be a great time saver on this end. So long curious androids, maybe you can see each other in game soon enough!