This means that the shadows don't move as you turn. Each ship is a single sprite, which is then drawn by OpenGL at different rotations. But, it also meant that turning had a choppy effect: if, for example, your sprite sheet had 36 images in it, your ship could only turn in 10-degree increments.Įndless Sky takes a simpler approach. This allowed for some cool effects (like realistic shadows that move across the ship as you turn). Most space games back in the 90s (after which this one is patterned) used a sprite sheet for each ship with pre-rendered images of it at a variety of rotations. Once your ship seems well-balanced, reduce the capacities to reasonable numbers, and copy the ship definition from your pilot file into a text file in the data/ folder of your plugin. At this stage you can also edit your pilot file to change the ship's attributes. In the game, load that pilot and experiment with different sets of outfits until you find one you like. that there are no stray pixels that might mess it up.) (You can also use the ship builder tool to check that your sprite's collision mask will be reasonable, e.g. Use the ship builder to set the gun, turret, and engine hardpoints for your ship. To start out with, give your ship large capacities so you won't be limited by them while testing. (I recommend making 3D models in Blender, then adding "grunge" to the ship by post-processing in GIMP.) Save that sprite in the images/ship/ folder of your plugin.Ĭopy an existing ship definition from ships.txt into your pilot file use as a starting point. (If necessary, edit the pilot file to add access to other technologies as well.)Ĭreate a new plugin for your ship, rather than modifying the base game data.Ĭreate a new sprite, using your tool of choice. Using the cheater plugin, create a pilot who has access to all human technology on the same planet. The recommended process for creating new ships is: All you need is a single image (which can be hand-drawn or generated by a 3D modeling program) and an entry in a data file. Rather than travelling to your escort, you might just want to order them to come to you! (Of course, this won't work if they are disabled.Because one of the first things I imagine people will want to try out when customizing or expanding Endless Sky is to create a new kind of ship, I've tried to make that as easy as possible. If they are in an uninhabited system with no ports, then they will try to flag a virtual passing ship in that system for help. If they don't have enough fuel to make it to the next system, they will try to land on a planet in their current system to refuel. If an escort is trying to get to you, they will slowly jump their way to you. You can also "Park" escorts on a planet if you want them to not travel with you. If you do, they'll stay in their position and in the same system until you tell them to move. "Hold": Escorts stop moving and stay wherever they are."Gather around me": Escorts try to follow the flagship (you!), though it can take time for them to travel from wherever they are to where you are now.I took the screenshot as they started to come to meet me.Įscorts are pretty intelligent, and there are several behaviors they can follow, depending on what commands they were last given by you. I recently told my escorts to "Hold" in the Altair system, then told them to "Gather around me". In the above image, my ship Astrid is in the Markab system. This shows a list of all your ships and their current system, among other things. You need to View Player Info (default key is I).
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