Alpha 1: It Begins
Whew! 6 weeks of work and we're at the first alpha.
I really wanted to get something out there as soon as possible for feedback to gauge interest and make sure the flight model is satisfying. However, in order to do that I needed to support the VAST array of input schemes used by the typical Elite racer - and it turns out there's a lot! So the meat of this time has been building an extremely comprehensive input bindings UI + prefs around the new Unity Input System. Fingers crossed this should cover most of the bases but please do let me know if there are any gaps!
The game as it stands is currently a scaffolding for further development - there is an infinite terrain generator for general tomfoolery and a single hand-crafted race map to test with. State management of maps / tracks is in, the basic flight / boost / vel limit mechanics are in-place and the ability to share seeded infinite terrain locations and potentially custom checkpoint positions via json is in the game (see the discord for new daily races!).
From a gameplay perspective, frankly all I can say is if you don't play elite dangerous, ideally without flight assist, you're probably going to have a bad time right now. The game does not hold your hand, there are no tutorials and the skill ceiling is astronomically high - but so too is the skill floor. I'm working on ways to mitigate that (e.g. better flight assist) but it's going to take some time.
If you want to play around with the flight model parameters, there's a developer options panel in the options menu. You can save and restore those parameters from the clipboard and share them in the discord feedback channel if you think you've found a big improvement.
- Juki ❤
Get Fly Dangerous
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