Which I was never good at, but whatever. So far I've made a poorly textured space station, and are working on the player's initial craft. I might just pop a bunch of untextured meshes in there; art's not really as important as getting the fun down.
I've also started work on the menu system; it'll work like Glow, hopefully. One of the things I want to do is allow the game to continue to simulate itself while the menu is active, so you can "look out the window" in space stations and see the game play itself in real time. This feature might get axed, though -- it looks to be a lot of work.
I really want to get the input hooked up to the player, and then I'll start on getting the joystick hooked up to the input and the physics hooked up to the player as well, so we can start flying around the current system.
- Get camera locked to player actor
- Get input hooked up to player actor
Make joysticks emit input events Get joystick hooked up to input
- Get physics hooked up to player and other actors
Hook up the star system loader again
- Render loaded star system: create "dockable" actors and populate their inventories at spawn
- Implement ship menu
- Implement star map
- Load systems from disk to populate star map
- Switch systems
- Re-populate systems from "named actors" table
- Implement shopping
- Implement combat
- Implement ship AI
- Implement save/load game, front end UI