




Tom White@tomwhite· Dec 10 There's been a bit of a break in Hyper Vector development, but I've been on another stint recently. Gradually ironing out bugs and improving balance. Today I've been tweaking the slot machine payouts, here's what I'm using to simulate!


Tom White@tomwhite· Oct 15 I've made a few improvements to trade in Hyper Vector, completely overhauling the Market to provide much more information, which should make profitable trading much easier. There's also more information in the Manifest on good routes!
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Tom White@tomwhite· Sep 21 Hyper Vector is nearing public playtesting! I'm working my way through the game end-to-end personally first, and finding/fixing a lot of bugs and performance issues.
Device Info is my new friend!
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Tom White@tomwhite· Sep 7 Fewer updates on Hyper Vector recently, but that's because it's getting close to something play-testable and I've been head-down!
I'm down to a handful of blockers, I've invested a bit of time sorting out perf issues and it now runs smoothly on-device too!
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Tom White@tomwhite· Sep 2 Refactoring how the starmap is rendered. Previously it was one sprite with everything drawn onto it - which was eating fps as any kind of update involved a lot of work to run the draw method of the whole thing.
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Tom White@tomwhite· Aug 31 Hyper Vector is gradually filling out with more sound effects, the latest is for when you jump between systems. I added a new animation for it too, it feels a bit more like an event now!
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Tom White@tomwhite· Aug 16 The bad: This has introduced perf. issues on-device. Lots of careful profiling and tweaking to make sure it doesn't stutter. Nothing insurmountable so far. The main culprit is the trade screen - drawing text is surprisingly slow! But I can drop the framerate here.

Tom White@tomwhite· Aug 1 Playing around with some portraits. I think I've got a style that I like that works with the feel of the game. There's a lot to do but this feels like a good direction.
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Tom White@tomwhite· Jul 19 I've added a significant amount of pew pew to combat. Lasers in particular look a lot better. They're still just line segments to avoid collision testing, but I'm only drawing 1/5th of it per frame. All running smoothly on-device!
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Tom White@tomwhite· Jul 18 More work on the combat engine. A couple of new things driven by the story: battles can now have allies, and there can be conditions that cause the enemy to flee!
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Tom White@tomwhite· Jul 12 More ships, this time for the Archonate faction! Ships have reputation requirements to purchase. To unlock the more capable ships, you need to get your faction reputation high enough (which may lock you out from purchasing ships from other factions!)
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Tom White@tomwhite· Jul 11 A batch of ships modelled. I'm sticking to the same basic chassis for each faction, these are for the Alliance. You lose a bit of detail on the really big ships, but I think the animation still helps see some of it.
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Tom White@tomwhite· Jul 7 It needs a bit more work to unify how they look here with the combat view too

Tom White@tomwhite· Jul 7 Today I fell down a rabbit hole and into Blender... I've been unhappy with the shop/shipyard graphics, and I think I might be happy with this approach finally.
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Tom White@tomwhite· Jul 4 Here's the log of the AI making decisions!

Tom White@tomwhite· Jul 4 It turns out my angular difference check was missing a math.abs... With it in, enemy ships now behave much more sensibly! There's also now the start of a basic HUD for combat too.
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Tom White@tomwhite· Jul 3 The AI can now decide to attack. I'm sticking to simple lasers for now, as I'm worried about the performance impact of projectiles, although so far it's holding up in on-device testing!
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