I’m wrapping up the 1.6 update to Distant Star, which focuses on UI improvements. Big changes include a completely revamped fleet management screen, a more sensible ‘home system’ button, plus others:
A big thanks to Rorke and Daniel, whose ludicrously detailed (and unsolicited! So excellent!) bug reports/feature suggestions led directly to most of these changes. I’ve a couple more things I want to squeeze into this update (keeping the map centered on zoom, giving the Apparat a trade ship), but it shouldn’t be too long before 1.6 goes live on the App Store. Woot!
I’ve just submitted Distant Star 1.5 to Apple for review. In keeping with the general theme of updates so far, this version brings a mix of new features, new content, and bugfixes/improvements:
…and, hopefully, Distant Star won’t be either. In the last week or so I’ve made good progress on the 1.5 update, which will bring trade lanes, freighters, and (as a result) a more complex and flexible economy. Adding in trade affects almost every aspect of the game: new technologies, new ships, new stuff happening on the main screen.
There’s a lot left to go, though — I want to make sure that establishing and managing trade lanes feels like a natural part of the game, rather than something stuck in as an afterthought. Right now, only the human race has trade ships, and the AI remains blissfully unaware of their existence; obviously, this cannot continue. I also need to make it more intuitive to establish routes, and show how much wealth they’re generating. Whether this is through some sort of drill-down economy screen or something more clever I can’t yet say.
Just a quick note to say that Distant Star 1.4 is out. This update (finally!) brings pinch-to-zoom on the galaxy screen and a new spiral galaxy generator, plus some bugfixes and memory tweaks that should make the game run smoother on older devices (iPhone 3G and equivalent).