- Update 0.2.2 - 11 June 2019
Hello fellow space person! Update 0.2.2 has been released: Added the first pages to the helper Helper is accessible via the '?' button Modified the delivery request for production resources to drones Energy is transfered without drones Other materials are requested twice (this reduces the waiting time between productions) Fixed the reset of production in modules when loading a savegame If a trader didn't sell/buy an item, the standard value of trades is now showing 0 as it should Some bugs have been fixed and a big junk of work has been going to the next big feature update.
- It’s Not A Moon Update 0.2 – first feature Update - 28 May 2019
Hello fellow space person! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2Fd9ce25fa497ff29ccd10a6943d1acd21d0881b6b.gif It has been a week since release, so it’s time for the first feature update. (starting a new game is recommended but not necessary) Here is what changed: Modules that produce items got their own inventory This was necessary for the new feature: Drones! Modules now need the required item for production in their inventory. These items are delivered by drones Produced Items end up in the module inventory and need to be delivered to the station Current exception are modules that produce energy. Produced energy goes directly into the station inventory There is a new module available: The Drone Controller This module adds 5 drones to the maximum of controllable drones You can buy more drones with 5 crystals and 20 gold bars (this is subject to cha…
- Update 0.1.2 - 22 May 2019
Hello there, small update. Added the option to invert each of the camera controls
- Update 0.1.1 - 21 May 2019
Hello there! The first small update with a requested change is here. slightly changed the timing for optional missions optional missions don't open the mission window directly anymore you get a notification button and open the window by clicking on it Time Scale can be manipulated by keyboard ('1' to '3'. 'Space' pauses the game)
- It’s Not A Moon – Early Access Release - 20 May 2019
Hello fellow Space Person! Today is the day. It’s Not A Moon is available to buy. https://store.steampowered.com/app/968920/Its_Not_A_Moon/ After the silence the last weeks I will give you another update on the important things that have changed. Savegame Management o Went from one possible save file to multiple o Added a window to manage your saves o Implemented support for Steam cloud UI Improvements o The indicators for items and ships floating in space scale with thedistance to your station o Added a window to let you set up the limit of production for all items o Added an icon that shows when a module is in repair mode o You can turn off the automatic repair for each ship you own Animations and sounds o Added a bunch of animations and sounds to modules o Your Station will now lose parts and explode if it gets destroyed you will return to the main menu Ships o The small bomber rec…
- DevUpdate 8 - Research UI and preparation for the big boom - 2 March 2019
Hello fellow Space Person! What happened this week? Reworked weapon system Previously, weapons used a script to get all their info. It contained 2 things: the damage the weapon does and the time between the shots. This system worked for the 2 weapons that were available in game: A cannon and a grenade launcher in various sizes. The problem with this was that anything else than a one shot weapon would feel wrong. I mean, it would not be a problem to add a mashine gun like weapon and just reduce the cooldown between shots… but what about a weapon that needs some state between shooting and waiting? An example for this would be the new 'Gattling Tower' and the minigun on the new 'Gunship' (also the laser weapons that will be integrated later… because what's a space game without lazors?!). https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F17c2c4517dbb2bb1db69962f7ec%25E2%2580%25A6
- DevUpdate 7 - Fighting annoyances and gunships - 23 February 2019
Hello there! This week I have concentrated on getting rid of some of the most annoying bugs in the game. There has been a big overhaul for the buildmode. It should now be way easier to place the module on the connector you want to use. I have added a small info panel that tells you how to place a module and how to cancel the placement procedure. The modules that you might want to build first now appear in order. You don't have to build in that order, but it seems to be the best way to start. Scrolling in menus should not zoom the camera anymore. Additionally I have increased the scroll speed and the camera zoom speed ( a slider to change camera zoom speed will be added later). Additionally to the rotation check that prevents rotating towards 'nothing', a check to prevent not rotating when entering a station and therefore flying into 'nothing' was added. The speed of ships starting from…
- Update 190220 - Fixes, fixes, fixes - 20 February 2019
Hello there! A new update with bugfixes has been released. There are the following changes: Changed a few things in the module builder. It should be easier to place modules on the connector spot you want Prevented that modules can be placed on already occupied connectors Prevented modules to be placable on the wrong sized connector I have somehow managed to break loading the research progress in the previous update. That should be fixed now Upgrades for 'Fighter S' and core station inventory size work now, that will allow more upgrade researches in future updates Fixed: a small module on the down of the station occasionally appearing on the up (when loading) Made start procedure of all ships faster (that might change again, in case they are too fast now) Some balancing changes on building costs
- 190219 Update - Small annoyances, be gone! - 19 February 2019
Greetings! I am uploading an update right now. This update will get rid of many of the small annoyances in the game. It fixes or adjusts the following problems: Made it clear (in the tutorial) that the rotation station has the UI at the top Fix: Scrolling in any UI window makes camera move Made scrolling in UI windows faster Made camera zoom faster Fix: It wasn't possible to trade with the last Item in the trade window because the entries were too wide. Fix: The production selection window stayed open when closing the module info window or switching the selected module Made start procedure of fighters faster The screen resolution option in the options window has been made non interactable for now. The other options are available and working, but not yet saving when leaving the game
- DevUpdate 6 - Preventing the void of Space - 17 February 2019
Hello there! What happened this week? Worked on some objects that appear in the background of a galaxy. Some of those will be 'printed' on to the skybox, some will be used as 3D background objects. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F68acf10c5e6f897573e87af305c8e547fbf2e9ff.png https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F90261cec0472b0bdc759d404a1c1219e29ac6334.png Added a check to prevent the player from rotating in a direction without a sector/gate. That should prevent the player from flying into the void of space. What it doesn't do yet is preventing the player from keeping their current rotation and confirming it (and thus, flying into the void of space). That is not too complicated to check and fix, so the next update will definitly fix this. There is a problem with the AI and their avoidance of obstacles. I ca…
- DevUpdate 5 - Save the universe! (and Time Lords with the power of un-blooming it) - 9 February 2019
Hello there! What happened this week? Saving/loading I've finally gotten around to working on saving/loading. Before, there was a lot of time wasted when loading a game. As an example: Loading a game always generated a new Universe (filled with generated galaxies and sectors), just to overwrite it with the saved universe (and galaxies and sectors). Now the game just prepares the maps, keeps them empty, and fills them with the previously made save. Shiny shiny shiny shiny spaceshiiiip I'll admit, I am one of those people that really like a nice bright bloom in their games. I am aware that not everyone does, that's why the game now has a slider to regulate the amount of bloom... and a nice little tickbox to turn it off completely. Alotta Balancing Since I want this game to be tested as soon as possible. A lot of time this week went into the balancing. Time Lord Added a time scaling panel…
- DevUpdate 4 - Placeables and Models (again) - 2 February 2019
Hello there! What happened this week? Models and Stuff added a model for a trading station added a few models for random debris, including asteroids and metal pieces https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F2bed565a765d4bc15e1b763f325a2dc4a5c69169.png Sector Editor Added placable decorations ○ 3 Asteroids ○ Destroyed Station ○ Destroyed Fighter S ○ Destroyed Cruiser Placed objects got a transform gizmo ○ This allows changing size, position and rotation ○ It will come in handy for preparing scenes for the story https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F31b129b276439571a030aa2b6544cc98702c17c5.gif Balancing Enemy cruisers got a higher weapon range and do more damage Player Station cannons do less damage now Changed some module prices to make them harder/easier to build Research Added a tier system to the research Tier0 -…
- DevUpdate 3 - Pilots and Models - 28 January 2019
Hello there! (a late) What happened this week? Fighters A lot of work this week was put into the fighter pilots. They now have names and learn how to use their weapons. I added an accuracy calculation. That lets them miss their target and is influenced by their rank. Firing their weapons lets them gain experience and slowly rank up. Their rank also influences the efficiency of their ships armor. While I was working on them, I've also managed to squash a bug that occasionally prevented them from engaging in combat. Models and Stuff Right now, I am working on some effects for the 'Metal Press' animation. There is a basic version for sparks integrated. I am not entirely happy with them yet, so they will be refined later on. The 'Storage Maker' and the 'Engine Factory' got fully textured models. Those are work in progress and will get more details. https://steamcdn-a.akamaihd.net/steamcommu…
- DevUpdate 2 - Hello Commander - 19 January 2019
What was done the past week? Well, a lot. Ship Overview and Ship Commands I have redesigned the 'ship overview window' to make it more coherent with the rest of the UI. It's still a work in progress, but slowly looks like I want it to. here some details: Added an information icon for each individual ships. This icon shows you the current task. Added a text for a pilots name and an info icon for their current rank. ( This is just a cosmetic thing right now, pilots will have different names and aim precision later on ) Added a "command" button to each indiviual ship in the overview. It is context sensitive and lets you give commands to your ships: - A flying/working/fighting ship can be called back to the hangar - A landed fighter can be started https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2Faff43a3f0bde22aaf05a64c49be88b8846100dbe.png Additionally to that, Fi…
- Progress ...and hello there! - 12 January 2019
Welcome in space! This is the first entry to keep you up to date with the development of "It's Not A Moon". I am making good progress in developing the game. I didn't find any "unsolvable" problems yet (there is no such thing as unsolvable) and I am still aiming for an early 2019 release. Over the christmas holidays, I've visited my mother in law. ..so I had a lot of time ːsteammockingː. I have added some new Items to the game and changed the requirements for the ships and modules to use those items in their production. That gave the game a bit more complexity and, because I needed more modules that make this production possible, a bigger variation to customize the station. One of these modules is the plating production Facility. It smashes Iron and Steel bars into armor plates for your modules and ships. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33918458%2F2c646f%25E2%2580%25A6