Development Log Week 12
- digitaltinkerllc
- Oct 6, 2025
- 2 min read
Ground Combat
Speed up ladder animations - having grown accustomed to levitating, the characters were climbing the ladders too slowly, and were assigned remedial training to speed it up
Can target units in full cover corners - Units peeking around full-cover are now treated as visible to units they can see
Space Combat
Cannon Volleys - The synchronicity of cannon volleys is now dependent on the skill of the crew manning the guns. At maximum skill, volleys will be in perfect synchronicity.
Refactor Ship Movement & Acceleration - greatly improved the acceleration/deceleration curves of ships to correct weird behavior when changing speed rapidly and to help ships feel more pondering and powerful
Ship Crew HP System - Implemented crew system. Above 80% crew, a ship will function normally. Below that, performance will start degrading. Cannon will take longer to reload, the ship will take longer to accelerate/decelerate, orders will take longer to execute, etc.
Limit when boarding is allowed - successful boarding now requires both ships be relatively parallel and matching speed. Higher boarding skill allows a great acceptable difference in speed and angle of attack
Ramming - Implemented a robust damage model for ramming that takes into account relative speed, mass, and angle of impacting ships.
Crew Damage Model - whenever a ship takes damage, there is now a chance the crew will suffer casualties based on a number of factors, such as remaining armor in the impacted location and crew damage control skill
User Interface / User Experience
Restrict Camera Range of Movement - having violated curfew, camera movement is now restricted to the confines of the level until it learns to behave
Crew HP UI - added a health bar displaying the amount of living crew on board a ship during space combat
General
Update Unity Version - updated Unity version to latest LTS build
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