Jabberwocky: early access is tricky because - Kickstarter early access rewards tend to be priced higher than the typical early access. So the question becomes who do I piss off? The backer that paid 20+ to get into the Beta or someone on Steam who thinks that paying 20+ for a Beta is too much. Either way early access would mean much easier updates - in my frequent update way of development. The "good" news of not being Greenlit yet is that the Kickstarter Beta level backers are getting early access for a longer period and that I can focus more on development - still its one of those things that I'm sure you know - you just want nailed down. Congratulations again
areay: this is one of the trickiest and weakest aspects of those ships. I actually started working on that sort of weapon system on a much larger ship (not pictured/shown since its a spoiler). Then the smaller ships came along. The larger ship would push whoever it was attacking away (which worked well), but the smaller ships would bounce off (depending on the size differences). The larger ship needed to be more maneuverable, faster and its AI in regards to turning improved to be reasonably able to hit.
The small shocking ships were intended to disable ships, to help the larger ships out, I also considered a missile that would do this, but dropped that idea due to the visual aspect of the model - plus I didn't want the big ship to be a total murder machine. The lightning guys would kill eachother, if the lightning weapon did damage because the damage radius would overlap. So I turned that off and they have a emp/disable like effect (which was the original intention anyway).
Another neggative aspect and complication - somewhat unique - to Void Destroyer - is that flying the ship yourself and attempting to do combat in - is hard, due to the - 3D nature and physics. Aiming and bounces.
There is a lot of work to be done, I constantly have to fight for ships to be both good enemies and good to fly.
A positive/cool thing though is the avoiding of being destroyed before hitting their enemy - when testing the physics engine (Bullet) had issues going through the collision detection object linked to the weapon and it would by pass the ship when active. So I simply told the collision detection object to kill the the projectiles/missiles. So when the weapons are on that makes the melee ships invulerable from the front. Leading to more tactics
