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Re: Limit Theory Development Summary: November 2017 - January 2018

#3
This isn't a criticism, just an observation, but in the list of features worked on:

In the past two months, we've ported and improved AI architecture from LTC++, as well as re-implemented a vast list of features: escort/formation flying, dogfighting, AI squad management, ownership and asset tracking, flying mechanics such as energy capacitors and boosters, and more. We've also ported things from the old LTC++ code such as muzzle flashes, dust clouds, engine trails, explosions, planets, and atmospheres, along with a slew of other small features - some of which we didn't showcase during the demo, like a basic manufacturing component with blueprints.

what I didn't see was any reference porting code related to factions or projects -- the gameworld's social and economic engines.

Next up, maybe?
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Re: Limit Theory Development Summary: November 2017 - January 2018

#4
Aye, it's been a great few months for LT, and I'm looking forward to seeing the reimplementation of mining, markets, projects, and warprails
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Re: Limit Theory Development Summary: November 2017 - January 2018

#6
Just checked - Josh introduced those. :lol: My draft stated them as:
We received plenty of compliments about the beautiful visual style
and
Lindsey's ship generator amazed more than a few people

Unfortunately, you're not allowed to edit Kickstarter posts after thirty minutes have passed, so those typos are going to stay there. Very glad you liked the summary, though! :D
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