Array 0.3.4 Shape of Space Update Out Now! - Devlog
▲ 14 r/spacegames+3 crossposts

Array 0.3.4 Shape of Space Update Out Now! - Devlog

Array - 0.3.4 Shape of Space by Obsidian Star Digital

Click here for my Discord!

​​Hello everyone! Once again thank you all for the support that you have been showing to Array! The Shape of Space update is finally here and with it comes a whole new level of generation possibilities, new space phenomena, and changes to the core of Array! 

I am very excited to get into this update as it is jam packed full of goodies for everyone, let's get right into it! 

SystemBuilder v11

SystemBuilder is the custom space engine that has been powering Array from the very beginning, finally it is getting a massive update with SystemBuilder v11. There are many new things coming in this update which bring some really fun things in-game and change generations as a whole! 

System Age

This expands on the previous SystemBuilder v10 update which added Proto-Systems, and dying suns. At generation each system is assigned an age which quietly influences everything else in that systems generation. 

https://preview.redd.it/3qbyiuzodfjh1.png?width=364&format=png&auto=webp&s=292bf309ac8aa2217da53f86f81f826a37e12efd

This is a massive change that makes each system feel more natural in its generation. A systems age is visible in the galaxy view.

Gravity Wells

Space itself now misbehaves. Gravity wells tear open at random, they drag nearby starships and asteroid miners toward their center, resisted by ship thrust, warships punch through while freighters slow, stall, or get pulled off course. 

https://preview.redd.it/ey7uxmdjdfjh1.png?width=622&format=png&auto=webp&s=5863e53d2c736438bc2db82f395a30984af41af4

They are pure disruption by design: a well never destroys anything, and a trapped ship drifts free when it expires. But a well sitting on a trade lane or over a battle will reshape it!

Trojan Asteroid Clouds

Rather than rings these asteroids spawn as clumps. With their own orbits.

https://preview.redd.it/vhsimx9idfjh1.png?width=700&format=png&auto=webp&s=9bc997ec4c27bb855aeabd722c95a9b998d95665

System Anomalies

Roughly one system in fifty hides something that should not be possible. Eighteen distinct anomalies can now generate: 

  • Hot Jupiter skimming its star
  • Colossal ring system visible across the map
  • Binary planet pair locked in mutual orbit
  • Moon larger than its parent dwarf
  • Captured rogue world on a decaying orbit
  • An interstellar object passing through
  • A planet orbiting BACKWARD against its whole system
  • Nearly polar orbits
  • Twin adjacent belts
  • A molten impact remnant ringed by its own debris
  • A broken planet reduced to a dense shattered ring
  • Brown dwarf companion carrying its own miniature system of moons
  • Habitable worlds warmed by two suns
  • Planets plowing through an asteroid belt
  • A moon with its own moonlet
  • Comet-like eccentric planets
  • Dead ancient systems with almost nothing left
  • Perfect resonant chain of orbits.

 

The galaxy tooltip names the anomaly, and the first time you enter such a system the game announces it. Happy hunting!

Expanded Asteroid Belts

Belt generation got a full overhaul. Systems can now stack up to three stellar asteroid belts, planets and moons keep their own local belts, and black-hole systems, previously empty of belts entirely, now guarantee one to two 'shattered' debris belts placed just outside the anomaly clearing making it prime but dangerous mining real estate. 

https://preview.redd.it/8ux1ci6hdfjh1.png?width=1218&format=png&auto=webp&s=50f25298e35e080100d2e1a89c78da259ec938ef

Belt identities are collision-proof, and multi-belt systems name themselves properly (Belt II, Belt III).

Outer System Generations

When generating new systems SystemBuilder will now generate outer system debris and POIs! 

Black Hole Palettes

Black holes recently got a massive update and look really awesome, however they all spawn looking the same with nothing setting them apart, now each black hole spawns with a distinct ring color! 

https://preview.redd.it/4n4up3vfdfjh1.png?width=625&format=png&auto=webp&s=495bc4b7cf0831fc58cbca1745f70742a4885228

Flight 2.0

Flight mechanics have been a staple since version 0.2.0, but they have always felt a bit too rigid and blocky for my liking. With Flight 2.0, space travel finally feels much more fluid! Fleets are no longer just a single sliding blob; instead, every individual vessel now calculates its own flight-model arc to find its place in the formation. 

https://i.redd.it/1i9zq4vadfjh1.gif

​Whether fanning out from a stack, swinging wide through high-speed turns, or settling into staggered positions upon arrival, the movement is dynamic and crisp. When entering orbit, fleets now string out beautifully along the orbital ring, creating a convoy wrapped around the world where each ship maintains its own tangent. 

https://preview.redd.it/rrpusrxddfjh1.png?width=1223&format=png&auto=webp&s=aa0f0e03fde8e03f480bdcdc5232193b65e86215

Every single transition glides perfectly, ships should never teleport, blink, or stack through one another! I am very excited to hear your feedback on these changes! What else should I tweak to make the flight experience even better?

Galaxy View QOL

Players can now toggle wormhole routes and starship gate route views in the galaxy and universe view for a cleaner gameplay experience while navigating these UIs.

https://preview.redd.it/zuhjllzuafjh1.png?width=1565&format=png&auto=webp&s=5953c1d5d9ade6db5b8e271471bd75fa2e23f36a

UI Clean Up

Across the game buttons and other UI elements have received some polish, this is the first part of a much larger modernization of the UI coming in the 0.3.5 Cleaning House update but wanted to call it out as most in game UIs have already been touched in some way. 

u/TPlays — 5 days ago
▲ 18 r/CityBuilders+5 crossposts

Array 0.3.2 - Nickels and Dimes Update

Download Here: Array - 0.3.2 Nickels and Dimes by Obsidian Star Digital

Join my Discord: https://discord.gg/7NuTgH3XDM

Thank you all very much for the support you have all been showing Array recently! It is really awesome to see players coming into the Discord asking questions and leaving amazing suggestions. Now let’s get right into 0.3.2 the Nickles and Dimes update!

Intergalactic Trading

Trade is no longer a favor you beg from your neighbors! This update brings a whole new universe-wide exchange where you, other players, and faction AI post buy and sell listings for materials, starships, whole stations, and or colonies! 

https://preview.redd.it/g2np0kjf5wdh1.png?width=1035&format=png&auto=webp&s=b8b81d0f4ca17b7d52f10894dcd5d51be92fbbb4

It is pure bartering, there are no credits or money, you simply trade using bundles of alloys, cobalt, food, and uranium. 

Galactic Commerce

After researching interstellar communication players will notice new research available to complete “Galactic Commerce”.  By researching this, players will unlock 2 new structures needed to unlock the market!

Market Nexus and Trade Hub

The new market nexus space structure and trade hub ground structure are what gives the player access to the market! 

https://preview.redd.it/emz3leg85wdh1.png?width=609&format=png&auto=webp&s=cbbdb4bfa1fc4211f0773bd0197fa9f013743d18

Faction AI will also build their own market nexuses and trade hubs in order to participate in the market as well! 

https://preview.redd.it/j5pphvi95wdh1.png?width=1046&format=png&auto=webp&s=fc131145aede28a3cbfeaf6ad5cb6389afbfa37a

Deals settle automatically at the moment of purchase, both sides are re-validated against live state and the goods and payment move together, so nothing can ever be duplicated or lost. Critically, the market is reputation-neutral: trading never touches diplomacy, opinions, or pacts, so you can freely deal with rivals without political side effects.

Other Changes

  • Fixed issue that caused loading of certain saves to have stations and colonies spawn in wrong positions. 
  • Fixed issue with the main-menu pill was falsely showing loaded mods when there were none, because it counted internal diagnostic notes recorded when loading a save that referenced mods you don't have installed. It now reads "none loaded" correctly and only counts actual installed mods.
u/TPlays — 1 month ago

Array 0.3.1 - The Boots on the Ground Update Out Now!

https://preview.redd.it/h47toklq51bh1.png?width=1254&format=png&auto=webp&s=caf4faf412db80513181fadf7897a38ecc9a99fb

Download Here: Array - 0.3.1 Boots on the Ground by Obsidian Star Digital

Join My Discord: https://discord.gg/7NuTgH3XDM

Thank you all very much for your support on the 0.3.0 release! It is our most viewed and downloaded updated to date! 

There are new mechanics, structures, units, research, and in-game choices coming in this update. As mentioned in the last devlog I really wanted to get experimental in the 0.3 series of updates and I hope this update begins to deliver on that! 

As always do not forget to join my discord, I want to hear from you! Anyways lets get right into 0.3.1!

Ground Troops

In order to lay siege on planet surfaces players will need a way to create ground forces, in 0.3.1 we got you covered! Behind the new Ground Forces research comes a whole new set of mechanics and gameplay possibilities! 

Ground battles play out just like how starship battles do with a few unique twists to ensure that it is set apart. In order to heal troops have them walk over your colonies or owned structures like the new barracks.

Troop Types

Light

Light troops are cheap and can be quickly created, they are strong in numbers but weak alone. They have increased movement speed but low damage. 

https://preview.redd.it/ec479rkq51bh1.png?width=1254&format=png&auto=webp&s=fa95bbf3f16f5813390c307a440401e23ae51996

The first troop of this type will be the assault droid, it costs 20 alloy and 10 cobalt to train.

Medium

Medium troops cost slightly more than light troops, take a little longer to train but have higher damage, health, have a standard movement speed, and can be effective in small groups. 

https://preview.redd.it/52xbyklq51bh1.png?width=1254&format=png&auto=webp&s=430cfa7e246043552707cb00f1784107cd6c3781

The first troop of this type will be the shock trooper. It costs 40 alloy, 5 cobalt, and 5 food to train. 

Heavy

Heavy Troops are expensive but powerful. They take the longest to train but come with increased health benefits and big damage. They have slower movement and attack speed than medium troops. 

https://preview.redd.it/3sp7lqkq51bh1.png?width=1254&format=png&auto=webp&s=24cf9463531d7690ee1d321d0d11006cbd2bf2a8

The first troop of this type will be the laser artillery. It costs 80 alloy and 10 uranium to train. 

Barracks

The barracks is a new ground structure. It can be used as a train stop, or have resources teleported to it. 

https://preview.redd.it/xf9g7rkq51bh1.png?width=530&format=png&auto=webp&s=355eeaa583c158446a7c5b51d9f025d6f59e80d0

The barracks is where you can find the catalog of troops available to train. It must be connected to the power grid to work. 

Troop Groups

Like fleets group groups act as an easy way to group multiple troops together for easier transport and command.

https://preview.redd.it/i1l1c9lq51bh1.png?width=1053&format=png&auto=webp&s=5a4fa301d84cd1680c25979badb65bc575b045bb

Troop Commanders

Just like ship commanders certain habitants will now spawn with troop oriented bonuses and can now be assigned to troop units you train just like starstarships from the habitants menu.

https://preview.redd.it/a9waarkq51bh1.png?width=726&format=png&auto=webp&s=f7daf7cbbe7f4105ae2a5bc88868e4f89a4ff609

Troop commanders can be the difference between winning a fight or losing a unit! 

Troop Transportation

Each troop unit and troop group has a “Send to Orbit” option, when in orbit to send a troop unit or group back to the surface, orbit the body you want your troops to land on and click the “Travel  to Surface” button. 

https://preview.redd.it/5mh4tolq51bh1.png?width=358&format=png&auto=webp&s=7ce90a8097c9d4e8ebf71c5102a9438bd3b357ca

Custom Troop Animation Pipeline

If you follow the game on our Discord you have seen me talk about the new animation pipeline, I use 12 total frames for each ground troop animation. 6 movement and 6 attack, I also reuse 2 movement frames and use them as idle frames. 

This method allows me to save on the total amount of disk space the game takes up as I don’t include unneeded filler frames. This also lowers total amount of memory usage per animation as less frames are need to be loaded per troop action!  

Train Yard

The train yard is bringing a new mechanic that a few players have asked for, you can now modify trains after creating them for the first time! It is unlocked under the same research project that unlocks the depot itself.  

https://preview.redd.it/xw31fqkq51bh1.png?width=531&format=png&auto=webp&s=a9eaa8d3571df0b1e5992b920aea4a21609ad901

In the routes tab in the logistics view there will be a new button on each train that will pause whatever routes the train is on and have it go to the train yard. Once at the train yard a train can be modified however the player would like, then send it back on its route. 

New Terrain Textures

I added 5 new terrain textures that can be used for planet and moon surfaces depending on the type of planet or moon you are looking at. They are colored dynamically and match the shade of color of the planet they are on.

It is a light system but opens the door for many different types of terrain textures! 

Other Changes

  • Double clicking on a wormhole or a starship gate now brings you to its opposite end. 
  • Updated adjacency bonuses and ensured that all new bonuses were properly visible from previous updates. 
  • Updated the tutorial checks so that they are less strict in certain areas causing some players to get stuck not being able to finish the tutorial. 
  • Updated UIs across the game to make them cleaner and more consistent.
  • Now when capturing an enemy structure you will get the option to keep or destroy it. 
  • Fixed bug that caused multiple teleporter modules to not be accounted for teleporter max rate.

 

reddit.com
u/TPlays — 2 months ago

Array 0.3.1 - The Boots on the Ground Update Out Now!

https://preview.redd.it/24qlboyz41bh1.png?width=1254&format=png&auto=webp&s=61a7fcfc4ce507b620d99b54a44f559ef060be83

Download Here: Array - 0.3.1 Boots on the Ground by Obsidian Star Digital

Join My Discord: https://discord.gg/7NuTgH3XDM

Thank you all very much for your support on the 0.3.0 release! It is our most viewed and downloaded updated to date! 

There are new mechanics, structures, units, research, and in-game choices coming in this update. As mentioned in the last devlog I really wanted to get experimental in the 0.3 series of updates and I hope this update begins to deliver on that! 

As always do not forget to join my discord, I want to hear from you! Anyways let's get right into 0.3.1!

Ground Troops

In order to lay siege on planet surfaces, players will need a way to create ground forces, in 0.3.1 we got you covered! Behind the new Ground Forces research comes a whole new set of mechanics and gameplay possibilities! 

Ground battles play out just like how starship battles do with a few unique twists to ensure that it is set apart. In order to heal troops have them walk over your colonies or owned structures like the new barracks.

Troop Types

Light

Light troops are cheap and can be quickly created, they are strong in numbers but weak alone. They have increased movement speed but low damage. 

https://preview.redd.it/eh6ntuxz41bh1.png?width=1254&format=png&auto=webp&s=110cbda7626c130608d732f39f95862d012a4168

The first troop of this type will be the assault droid; it costs 20 alloy and 10 cobalt to train.

Medium

Medium troops cost slightly more than light troops, take a little longer to train but have higher damage, health, have a standard movement speed, and can be effective in small groups. 

https://preview.redd.it/ycibt4yz41bh1.png?width=1254&format=png&auto=webp&s=4a4089561578443c1dbbb3c22f7c76f7b5a4ce66

The first troop of this type will be the shock trooper. It costs 40 alloy, 5 cobalt, and 5 food to train. 

Heavy

Heavy Troops are expensive but powerful. They take the longest to train but come with increased health benefits and big damage. They have slower movement and attack speed than medium troops. 

https://preview.redd.it/rcmv6bxz41bh1.png?width=1254&format=png&auto=webp&s=34d792aa08e3ae787a68b009fdbfde5178a14a10

The first troop of this type will be the laser artillery. It costs 80 alloy and 10 uranium to train. 

Barracks

The barracks is a new ground structure. It can be used as a train stop, or have resources teleported to it. 

https://preview.redd.it/zaz1buxz41bh1.png?width=530&format=png&auto=webp&s=5a904be6863a0869ab2b71d112ecd78f38610925

The barracks is where you can find the catalog of troops available to train. It must be connected to the power grid to work. 

Troop Groups

Like fleets group groups act as an easy way to group multiple troops together for easier transport and command.

https://preview.redd.it/lq65okyz41bh1.png?width=1053&format=png&auto=webp&s=ff32d326299d5ec38bbace1ca19db342be3bc694

Troop Commanders

Just like ship commanders certain habitants will now spawn with troop-oriented bonuses and can now be assigned to troop units you train just like starships from the habitants menu.

https://preview.redd.it/g8cjocxz41bh1.png?width=726&format=png&auto=webp&s=6dc443c320119ddb1d1a013f58f8d336fd2dd940

Troop commanders can be the difference between winning a fight or losing a unit! 

Troop Transportation

Each troop unit and troop group has a “Send to Orbit” option, when in orbit to send a troop unit or group back to the surface, orbit the body you want your troops to land on and click the “Travel to Surface” button. 

https://preview.redd.it/qdo1jszz41bh1.png?width=358&format=png&auto=webp&s=c9d7f2d2ded779bdf3ac82c05e6ce7919bfa549a

Custom Troop Animation Pipeline

If you follow the game on our Discord, you have seen me talk about the new animation pipeline, I use 12 total frames for each ground troop animation. 6 movement and 6 attack, I also reuse 2 movement frames and use them as idle frames. 

This method allows me to save on the total amount of disk space the game takes up as I don’t include unneeded filler frames. This also lowers total amount of memory usage per animation as less frames need to be loaded per troop action!  

Train Yard

The train yard is bringing a new mechanic that a few players have asked for, you can now modify trains after creating them for the first time! It is unlocked under the same research project that unlocks the depot itself.  

https://preview.redd.it/wgdwwbxz41bh1.png?width=531&format=png&auto=webp&s=55bd114121d5bfaea765a57b33077d4f7836621a

In the routes tab in the logistics view there will be a new button on each train that will pause whatever routes the train is on and have it go to the train yard. Once at the train yard a train can be modified however the player would like, then send it back on its route. 

New Terrain Textures

I added 5 new terrain textures that can be used for planet and moon surfaces depending on the type of planet or moon you are looking at. They are colored dynamically and match the shade of color of the planet they are on.

It is a light system but opens the door for many different types of terrain textures! 

Other Changes

  • Double clicking on a wormhole or a starship gate now brings you to its opposite end. 
  • Updated adjacency bonuses and ensured that all new bonuses were properly visible from previous updates. 
  • Updated the tutorial checks so that they are less strict in certain areas causing some players to get stuck not being able to finish the tutorial. 
  • Updated UIs across the game to make them cleaner and more consistent.
  • Now when capturing an enemy structure, you will get the option to keep or destroy it. 
  • Fixed bug that caused multiple teleporter modules to not be accounted for teleporter max rate.

 

reddit.com
u/TPlays — 2 months ago
▲ 8 r/spacegames+8 crossposts

Array 0.3.1 - The Boots on the Ground Update Out Now!

https://preview.redd.it/rlqjklwl41bh1.png?width=1254&format=png&auto=webp&s=571e99d6ae19f46e1087d201f8c4eefc3ba37448

Download Here: Array - 0.3.1 Boots on the Ground by Obsidian Star Digital

Join My Discord: https://discord.gg/7NuTgH3XDM

Thank you all very much for your support on the 0.3.0 release! It is our most viewed and downloaded updated to date! 

There are new mechanics, structures, units, research, and in-game choices coming in this update. As mentioned in the last devlog I really wanted to get experimental in the 0.3 series of updates and I hope this update begins to deliver on that! 

As always do not forget to join my discord, I want to hear from you! Anyways let's get right into 0.3.1!

Ground Troops

In order to lay siege on planet surfaces, players will need a way to create ground forces, in 0.3.1 we got you covered! Behind the new Ground Forces research comes a whole new set of mechanics and gameplay possibilities! 

Ground battles play out just like how starship battles do with a few unique twists to ensure that it is set apart. In order to heal troops have them walk over your colonies or owned structures like the new barracks.

Troop Types

Light

Light troops are cheap and can be quickly created, they are strong in numbers but weak alone. They have increased movement speed but low damage. 

https://preview.redd.it/isqbnivl41bh1.png?width=1254&format=png&auto=webp&s=b2e48f07e82aa51a067d3e3152e10e24eea7a72f

The first troop of this type will be the assault droid; it costs 20 alloy and 10 cobalt to train.

Medium

Medium troops cost slightly more than light troops, take a little longer to train but have higher damage, health, have a standard movement speed, and can be effective in small groups. 

https://preview.redd.it/s5097owl41bh1.png?width=1254&format=png&auto=webp&s=4300a634a04a23b5375ce5234bce16aa6ffe9b89

The first troop of this type will be the shock trooper. It costs 40 alloy, 5 cobalt, and 5 food to train. 

Heavy

Heavy Troops are expensive but powerful. They take the longest to train but come with increased health benefits and big damage. They have slower movement and attack speed than medium troops. 

https://preview.redd.it/a6na9fvl41bh1.png?width=1254&format=png&auto=webp&s=ed49c466ee6c71ab82bfda29e57db24489124a91

The first troop of this type will be the laser artillery. It costs 80 alloy and 10 uranium to train. 

Barracks

The barracks is a new ground structure. It can be used as a train stop, or have resources teleported to it. 

https://preview.redd.it/7g8mfgvl41bh1.png?width=530&format=png&auto=webp&s=9d307fb73af86b6b055ed0593913ccdad0c83e51

The barracks is where you can find the catalog of troops available to train. It must be connected to the power grid to work. 

Troop Groups

Like fleets group groups act as an easy way to group multiple troops together for easier transport and command.

https://preview.redd.it/wtn8vqwl41bh1.png?width=1053&format=png&auto=webp&s=aca4ae8acfeeeba1137ab8131e6712d6dfd23995

Troop Commanders

Just like ship commanders certain habitants will now spawn with troop oriented bonuses and can now be assigned to troop units you train just like starstarships from the habitants menu.

https://preview.redd.it/tqnsgyvl41bh1.png?width=726&format=png&auto=webp&s=2210eca3b08b72a44490811352e6d3aa943f2b2b

Troop commanders can be the difference between winning a fight or losing a unit! 

Troop Transportation

Each troop unit and troop group has a “Send to Orbit” option, when in orbit to send a troop unit or group back to the surface, orbit the body you want your troops to land on and click the “Travel  to Surface” button. 

https://preview.redd.it/eusslmwl41bh1.png?width=358&format=png&auto=webp&s=5017395302339047f17fb3a74fbed4dcb09f9706

Custom Troop Animation Pipeline

If you follow the game on our Discord, you have seen me talk about the new animation pipeline, I use 12 total frames for each ground troop animation. 6 movement and 6 attack, I also reuse 2 movement frames and use them as idle frames. 

This method allows me to save on the total amount of disk space the game takes up as I don’t include unneeded filler frames. This also lowers total amount of memory usage per animation as less frames need to be loaded per troop action!  

Train Yard

The train yard is bringing a new mechanic that a few players have asked for, you can now modify trains after creating them for the first time! It is unlocked under the same research project that unlocks the depot itself.  

https://preview.redd.it/34ay1zvl41bh1.png?width=531&format=png&auto=webp&s=ae5e526b5923348f9f616ee97073d702085f87cf

In the routes tab in the logistics view there will be a new button on each train that will pause whatever routes the train is on and have it go to the train yard. Once at the train yard a train can be modified however the player would like, then send it back on its route. 

New Terrain Textures

I added 5 new terrain textures that can be used for planet and moon surfaces depending on the type of planet or moon you are looking at. They are colored dynamically and match the shade of color of the planet they are on.

It is a light system but opens the door for many different types of terrain textures! 

Other Changes

  • Double clicking on a wormhole or a starship gate now brings you to its opposite end. 
  • Updated adjacency bonuses and ensured that all new bonuses were properly visible from previous updates. 
  • Updated the tutorial checks so that they are less strict in certain areas causing some players to get stuck not being able to finish the tutorial. 
  • Updated UIs across the game to make them cleaner and more consistent.
  • Now when capturing an enemy structure, you will get the option to keep or destroy it. 
  • Fixed bug that caused multiple teleporter modules to not be accounted for teleporter max rate.

 

reddit.com
u/TPlays — 2 months ago
▲ 12 r/BaseBuildingGames+1 crossposts

Array 0.3.0 - The Friend and Foes Update

(this sub doesn't allow images anymore I guess, sorry for the lack of them on this post)

Download Link: Array - 0.3.0 by Obsidian Star Digital​​

Join my Discord: https://discord.gg/Rzv5SPt7tX

The Friends and Foes update is finally here! With it comes massive changes to Array along with a ton of new features and surprises for the player to explore. This is hands down the biggest update Array has ever gotten, so let's hop right into it!

AI Player Factions

Players now have the choice to play with factions in their saves! Factions are playing the game the same as the player in every way. The FactionBuilder, introduced in 0.2.6, already assigns attributes to the pre-generated factions, and this attribute will determine their playstyle, so a military faction is going to behave completely differently than a mercantile, scientific, or diplomatic one. Every faction has its own personality.

Players can interact with factions in many ways. To see everything, you can do to interact with one, simply click on one of their banners, or open the context menu from the new Factions menu.

AI factions play the game just like a player and will try to expand, found new colonies and stations, build out their surface economy with depots, material plants, mining rovers, power grids and rail, establish logistics routes, research their way up the tech tree, build navies, and connect their systems together with starship gates, pretty much all actions a player can do! 

Every faction is out there growing its empire, fighting for territory, and reacting to the galaxy around it in real time.

This is a massive update to Array, please be sure to report any bugs on my discord!

Relationships

Relationships with factions are held per faction and can change depending on how you play the game.

There are tons of new ways to influence faction AI. Missions have been overhauled and now directly contribute to your relationship with the faction you chose to do missions for, the more you help a faction out, the more they'll warm up to you.

There are also basic ways like gifting and creating non-aggression pacts that help slowly build relationships over time. Every relationship has a full breakdown too, so you can see exactly what's pulling a faction toward you... or pushing them away.

War

If your relationship goes too low with a faction, they may declare war on you in order to resolve whatever issues they may have with you!

During war times, players can destroy other players or factions' stations (Colonies coming soon in 0.3.1). And it isn't just you in the crosshairs, factions go to war with each other as well, so you'll see conflicts breaking out across the galaxy whether you're involved or not.

Players must always be prepared for war, this is why I recommend having at least some type of defense platform built early! When the dust settles, peace can be made, so a war doesn't always have to be the end of an empire.

Trade, Gift, Demand, and Threaten

You can trade with factions and set up consistent recurring routes with them, and doing this also improves relationships with the factions over time.

Feeling a little more aggressive? You can also demand resources from a faction or threaten them outright to bend them to your will. Just know that throwing your weight around comes with consequences for how they see you, play it however you want, but every choice leaves a mark on the relationship.

Planet Ownership

When there are multiple different factions or players building on a planet, the ones with the most population and volume of colonies will become the planet owner.​

Planet owners can tax other colonies on the planet surface but beware, this may cause declining relationships with neighboring factions! Sharing a world is great for the tax income, but it can light a very short fuse with the neighbors.

Starship Commanders

You can now assign a habitant to a starship to be its captain in order to give their percentage bonuses to the ship!

Every habitant has their own specialty, so the captain you pick actually matters, some will boost your ship's speed, others its weapons, hull, or evasion. This is all done from the new assign to starship button found on the habitant in the population config. Just remember, while a habitant is out captaining a ship, they're off the clock back home!

Multiplayer

Since faction AI can be in the game playing alongside the player, this also opens up the ability for you to play with your friends, sorta… Multiplayer is still heavily under construction and will be rolled out over the 0.3.0 series of updates.

Players can now create multiplayer lobbies in under the new multiplayer option in the main menu.

These are run on Obsidian Star matchmaking servers. Once I release on steam I will work on getting the servers running on steam dedicated servers. 

UI Updates

In-Game UI

The in-game interface got a serious pass this update to make room for everything factions bring with them, faction banners, the new Factions menu, the relationship and diplomacy panels, and clearer readouts across the whole right-side panel so you always know what you're looking at.

Saves and New Game Creation UI

Creating a new game and managing your saves has been cleaned up and reworked. The new game screen now lets you dial in your galaxy and your faction settings before you ever hit start, so you can set up exactly the kind of run you want.

Settings UI

I wanted to use this update as an opportunity to clean this up a little bit more in the settings menu and take a look at settings that had been broken since they were released. 

The new settings menu should be working more smoothly now; please report any bugs you may find! 

Modding Updates

Modding receives a brand-new modding API which is accompanied with new scripting documentation for players who want to make more advanced mods for Array! 

There are also a few new data-based JSON hooks for modders to play around with! I included some example mods in this build to let modders get used to new systems! 

The Array Mod Bot in the discord server has also been updated with the most up-to-date information coming in this update. 

Other Changes

  • Advanced Science Modules - New Power Processors that boost the output of nearby modules, along with the new Advanced Research Module for your stations. Great tools for squeezing more performance out of a tight build.
  • Faction Event Feed & Notifications - Stay informed about the galaxy around you with real-time updates on wars, expansions, alliances, and peace agreements.
  • ​Starship Gates Taxation - ​ if the player chooses to tax other factions or players for using their starships gates, they can do this! The AI also have access to this as well.

 

That's Friends and Foes! This is a huge step toward the game I've always wanted to build, and there's a lot more coming across the 0.3.0 series. I plan to heavily refine and tweak things throughout this update series. Jump in, make some friends, make some foes, and as always, please report any bugs on my discord. 

Thank you all so much for playing Array!

u/TPlays — 2 months ago
▲ 31 r/AutomationGames+8 crossposts

Array 0.3.0 - The Friends and Foes Update Out Now!

Download Link: Array - 0.3.0 by Obsidian Star Digital​​

Join my Discord: https://discord.gg/Rzv5SPt7tX

The Friends and Foes update is finally here! With it comes massive changes to Array along with a ton of new features and surprises for the player to explore. This is hands down the biggest update Array has ever gotten, so let's hop right into it!

AI Player Factions

Players now have the choice to play with factions in their saves! Factions are playing the game the same as the player in every way. The FactionBuilder, introduced in 0.2.6, already assigns attributes to the pre-generated factions, and this attribute will determine their playstyle, so a military faction is going to behave completely differently than a mercantile, scientific, or diplomatic one. Every faction has its own personality.

https://preview.redd.it/b4j3y0k3v98h1.png?width=558&format=png&auto=webp&s=9b32446d127965ce63cc97e5b710b694af4eda90

Players can interact with factions in many ways. To see everything, you can do to interact with one, simply click on one of their banners, or open the context menu from the new Factions menu.

https://preview.redd.it/bj2kynj9v98h1.png?width=435&format=png&auto=webp&s=1e4e1e13ea33040bb2a3b6e0362bc1bdf2e67773

AI factions play the game just like a player and will try to expand, found new colonies and stations, build out their surface economy with depots, material plants, mining rovers, power grids and rail, establish logistics routes, research their way up the tech tree, build navies, and connect their systems together with starship gates, pretty much all actions a player can do! 

Every faction is out there growing its empire, fighting for territory, and reacting to the galaxy around it in real time.

https://preview.redd.it/9nalxo1fv98h1.png?width=523&format=png&auto=webp&s=b813e0cb54faf1e7a073efb2f89127641932d690

This is a massive update to Array, please be sure to report any bugs on my discord!

Relationships

Relationships with factions are held per faction and can change depending on how you play the game.

There are tons of new ways to influence faction AI. Missions have been overhauled and now directly contribute to your relationship with the faction you chose to do missions for, the more you help a faction out, the more they'll warm up to you.

There are also basic ways like gifting and creating non-aggression pacts that help slowly build relationships over time. Every relationship has a full breakdown too, so you can see exactly what's pulling a faction toward you... or pushing them away.

War

If your relationship goes too low with a faction, they may declare war on you in order to resolve whatever issues they may have with you!

https://preview.redd.it/aumz3mokv98h1.png?width=409&format=png&auto=webp&s=828ff6d5c372cd8e6f5959689587f1a9fbce5c54

During war times, players can destroy other players or factions' stations (Colonies coming soon in 0.3.1). And it isn't just you in the crosshairs, factions go to war with each other as well, so you'll see conflicts breaking out across the galaxy whether you're involved or not.

https://preview.redd.it/sh9gaksnv98h1.png?width=911&format=png&auto=webp&s=a9008f969aa200f1e7d2f05cc4531ec3b01964fc

Players must always be prepared for war, this is why I recommend having at least some type of defense platform built early! When the dust settles, peace can be made, so a war doesn't always have to be the end of an empire.

Trade, Gift, Demand, and Threaten

You can trade with factions and set up consistent recurring routes with them, and doing this also improves relationships with the factions over time.

https://preview.redd.it/3jljylcqv98h1.png?width=1019&format=png&auto=webp&s=f6ce86f08d2cdc312e078a417350dff7c3d56858

Feeling a little more aggressive? You can also demand resources from a faction or threaten them outright to bend them to your will. Just know that throwing your weight around comes with consequences for how they see you, play it however you want, but every choice leaves a mark on the relationship.

Planet Ownership

When there are multiple different factions or players building on a planet, the ones with the most population and volume of colonies will become the planet owner.​

Planet owners can tax other colonies on the planet surface but beware, this may cause declining relationships with neighboring factions! Sharing a world is great for the tax income, but it can light a very short fuse with the neighbors.

Starship Commanders

You can now assign a habitant to a starship to be its captain in order to give their percentage bonuses to the ship!

https://preview.redd.it/bnys4g01w98h1.png?width=430&format=png&auto=webp&s=21b954add5a207ad3f2d6adabea50c55b0d4ed37

Every habitant has their own specialty, so the captain you pick actually matters, some will boost your ship's speed, others its weapons, hull, or evasion. This is all done from the new assign to starship button found on the habitant in the population config. Just remember, while a habitant is out captaining a ship, they're off the clock back home!

https://preview.redd.it/l09cve92w98h1.png?width=762&format=png&auto=webp&s=b03367fad280b93901b60bfde8381c88d8d853bd

Multiplayer

Since faction AI can be in the game playing alongside the player, this also opens up the ability for you to play with your friends, sorta… Multiplayer is still heavily under construction and will be rolled out over the 0.3.0 series of updates.

https://preview.redd.it/y6pbcoq5w98h1.png?width=2555&format=png&auto=webp&s=38af4e5c1ab687f6ba07912c67e857bca9973950

Players can now create multiplayer lobbies in under the new multiplayer option in the main menu.

https://preview.redd.it/k5e3xdx6w98h1.png?width=1076&format=png&auto=webp&s=8a877620124c429da0a9b1903ecb738a4c7a8518

These are run on Obsidian Star matchmaking servers. Once I release on steam I will work on getting the servers running on steam dedicated servers. 

UI Updates

In-Game UI

The in-game interface got a serious pass this update to make room for everything factions bring with them, faction banners, the new Factions menu, the relationship and diplomacy panels, and clearer readouts across the whole right-side panel so you always know what you're looking at.

Saves and New Game Creation UI

Creating a new game and managing your saves has been cleaned up and reworked. The new game screen now lets you dial in your galaxy and your faction settings before you ever hit start, so you can set up exactly the kind of run you want.

https://preview.redd.it/zqczd68aw98h1.png?width=1286&format=png&auto=webp&s=bb62ef46e1ac5cef120e3128bab7cc902dd96b80

Settings UI

I wanted to use this update as an opportunity to clean this up a little bit more in the settings menu and take a look at settings that had been broken since they were released. 

The new settings menu should be working more smoothly now; please report any bugs you may find! 

Modding Updates

Modding receives a brand-new modding API which is accompanied with new scripting documentation for players who want to make more advanced mods for Array! 

There are also a few new data-based JSON hooks for modders to play around with! I included some example mods in this build to let modders get used to new systems! 

The Array Mod Bot in the discord server has also been updated with the most up-to-date information coming in this update. 

Other Changes

  • Advanced Science Modules - New Power Processors that boost the output of nearby modules, along with the new Advanced Research Module for your stations. Great tools for squeezing more performance out of a tight build.
  • Faction Event Feed & Notifications - Stay informed about the galaxy around you with real-time updates on wars, expansions, alliances, and peace agreements.
  • ​Starship Gates Taxation - ​ if the player chooses to tax other factions or players for using their starships gates, they can do this! The AI also have access to this as well.

 

That's Friends and Foes! This is a huge step toward the game I've always wanted to build, and there's a lot more coming across the 0.3.0 series. I plan to heavily refine and tweak things throughout this update series. Jump in, make some friends, make some foes, and as always, please report any bugs on my discord. 

Thank you all so much for playing Array!

u/TPlays — 2 months ago
▲ 20 r/spacegames+11 crossposts

Array 0.2.7 out now! Power Grids, New System Types, and much more!

https://preview.redd.it/n921way68k5h1.png?width=1254&format=png&auto=webp&s=7ce2a3353c0e80c28caf30cc4807710a1490f5d1

Join my discord: Click Here!

Play 0.2.7: Array - 0.2.7 by Obsidian Star Digital

This update is a big one! I really wanted to focus on the environment itself giving the player a challenge and I think I found a way to do this without being too invasive to the current player experience. I also wanted to give the player a new level of logistics depth when it comes to power systems and habitants! There are a ton of additions, fixes, and some overhauls so let's get right into what is new in 0.2.7! 

SystemBuilder v10

SystemBuilder has received a lot of new updates in the 0.2.0 series of updates, and this one is going to be the last one for a while, so it had to be massive! There are new system types, new suns, new details, and new events! 

New Suns

Protostar

This is a star early in its lifecycle found in recently formed star systems, causes solar panels to be more efficient. 

https://preview.redd.it/kxlfgtx88k5h1.png?width=308&format=png&auto=webp&s=3267495e502c0915f6b4c5aa3a8f43c5c53ad26a

White Dwarf

A star that has lost some of its power, causes solar panels to be less efficient

https://preview.redd.it/h3ix5ru98k5h1.png?width=800&format=png&auto=webp&s=ef2944197515392da7c600e370e04f3e7304272d

Brown Dwarf

A star that is almost dead, heavily causes solar panels to be less efficient.

Neutron Star

A super-dense, rapidly spinning stellar remnant. Its intense gravitational pull causes system instability. Causes solar panels to be less efficient.

https://preview.redd.it/jyi14lub8k5h1.png?width=297&format=png&auto=webp&s=a838d9851917ff8065834fc9ab84743a7a2f5846

Pulsars

A type of rapidly rotating neutron star. Causes solar panels to be less efficient but tend to spike irregularly. 

https://preview.redd.it/ugyeou6c8k5h1.png?width=204&format=png&auto=webp&s=951a4381de1a49b395b29194ad97d21bf92ddb5d

New System Types

Nebula Star System

Nebula star systems are systems that have formed within a massive nebula. They look really awesome and add more potential for generation options! 

https://preview.redd.it/r6zy8mpc8k5h1.png?width=749&format=png&auto=webp&s=c658954270936743177301ba48d6d35850897555

Proto-System

Proto-Systems are young star systems. They feature proto stars and unstable system features such as increased volume of asteroid belts, rocky and molten planets, and unexpected orbits. 

https://preview.redd.it/zm8o2t8d8k5h1.png?width=308&format=png&auto=webp&s=f35af42611ac5061de88273d72c5f641f21b76aa

As mentioned before these suns are full of energy having just formed so they provide a bonus to solar panels! 

New Black Hole Design

For a while I have wanted to make the system map blackholes look like the one in the galaxy view and I have finally done it for SystemBuilder v10. 

https://preview.redd.it/yj11ejae8k5h1.png?width=672&format=png&auto=webp&s=8a4801feade8830f218cbe1511ff3b60da5e2885

Now the black hole is also a hoverable and focusable object as well, just like suns. 

New Comet Type

We already have comets that come into the system and get effected by the suns gravity however now there are comets that will just be visiting and flying-by in your system at random! 

Advanced Power Systems

Advanced power systems is the first of two new research projects added in 0.2.7. It is the first step into a much deeper power system than the one that was previously in the game. 

Advanced Power Modules

Large Solar Panel - 2x2

The large solar panel is a much more efficient panel than its 1x1 predecessor however it comes at the cost of space and a need of cobalt.

https://preview.redd.it/4ppy62fg8k5h1.png?width=233&format=png&auto=webp&s=59c2ad68c9f07a407f5381764e0d6aa9d17f1478

Thermonuclear Generator - 1x3

The thermonuclear generator is an infinite source of energy however it must shut-down every ten minutes in order to avoid overheating. 

https://preview.redd.it/13xxc0qg8k5h1.png?width=148&format=png&auto=webp&s=8fa45a5981cf66e5f2427794dbd83fd61955f70f

Batteries - 1x1, 1x2, 2x2

Batteries are useful when planning a strategic power grid. They can fend out brown outs, and provide long-term power storage for colonies. 

https://preview.redd.it/j2nzcu2h8k5h1.png?width=269&format=png&auto=webp&s=5bd9a3462a13749645876861c8340ebcd761fc91

How they fill and drain are fully up to the player in our new and improved power config, which I will talk about in a bit!

High Voltage Cabling

This new research unlocks after researching advanced power systems and it brings a feature I have been thinking about for a while ever since I implemented trains. Players can now build complete power-grids on planet surfaces! 

Power Transformer - 2x3

This new colony only module allows players to connect power lines to a colony.

https://preview.redd.it/x3kk7u0i8k5h1.png?width=270&format=png&auto=webp&s=509d8860b6046f8baa9f56b23389ac35f0d51798

Power Poles - Small, Medium, Large

Power lines allow players to connect multiple colonies and their power grids together. There are three different kinds of power lines available depending on the distance needed, as long as whatever needs to be connected is in range of the pole it will connect automatically. 

https://preview.redd.it/f0ophuoi8k5h1.png?width=373&format=png&auto=webp&s=0fb0f7b8c2fb65aafd54ff019fe6f5d6c2166a5f

Overhauled Power Config

The power config got a much-needed overhaul for this update, and it now gives players significantly more control over their power grids and all of the new things coming in this update.

https://preview.redd.it/3ncl5raj8k5h1.png?width=1216&format=png&auto=webp&s=a6a988b9f60280bdfa1e8c333ef3b3c96810ca59

Players have full control with how to build their power grids, if you only want one colony to focus on the power generation and you want to wire that power out to other colonies on the same surface you can do that!

Nuclear Power Plant Overhaul

The nuclear power plant will no longer be a module and will become a surface structure instead. It will require uranium in order to stay in operation. The structure can receive uranium through teleportation or train logistics routes as it also acts as an endpoint for trains like the material plant. 

https://preview.redd.it/oxkrhopj8k5h1.png?width=884&format=png&auto=webp&s=8f2396494350fd3ce4c3ba2e9d22c3482b9076ae

Power lines must be used to add this power to your grids.

Material Plant Changes

The material plant now requires power and must be attached to a grid to function. Because of this advanced material processing will be unlocked after high voltage cabling is researched. 

Banner Creator Overhaul

The banner creator has been in the game for a long time, and I think it is finally time to give it a solid overhaul in order to make it more intuitive and give players more options for customization! 

https://preview.redd.it/cjkwu6ek8k5h1.png?width=2415&format=png&auto=webp&s=ae47c517ab63166548b875431b615e0644782932

There are a whole new slew of shapes and objects to use in order to make a banner. Players also now have the ability to export and import banners so they can be shared! Any created banners are now saved in the new banners directory in the game files.

Right Click Context Build Menu

Players will notice when they right click now whether on a surface or while having a planet/moon selected that a new context build menu opens. 

https://preview.redd.it/0ia4ravk8k5h1.png?width=858&format=png&auto=webp&s=19153a1f5ba0baec765f028a2c5071faed14426c

This menu contains both space and ground structures (depending on what is in view and what is selected).

Other Changes

  • Added 123 new adjacency bonuses and debuffs as well as updated adjacency bonus guides.
  • Added Discord link to main menu.
  • Added Dev Logs section to the main menu.
  • Added sound on Obsidian Star Digital Logo on startup. 
  • Made backend improvements, framerates should feel more stable throughout gameplay.
  • Fixed checks issues with until empty and until full and they now have smarter checks and should make logistics networks more efficient. 
  • Fixed issue that caused camera to not follow focused trains. 
  • Fixed scrolling issues in build UI. 
  • Fixed issue where station preview on system map didn’t account for oddly shaped modules.
  • Fixed issue causing mining rover to not be selectable and moveable.

 

If it has not been obvious already, I highly suggest creating a new save to experience the new research balancing changes, although all old saves are always forward compatible.

reddit.com
u/TPlays — 3 months ago
▲ 23 r/spacegames+11 crossposts

Array 0.2.6 out now! Colony Start Option, Factions and Missions, and Modding!

https://preview.redd.it/3j6j7vbses2h1.png?width=1254&format=png&auto=webp&s=1e171b250356c52edc0dc7573d55685a5d652628

Join my discord: Click Here!

Play 0.2.6: Array - 0.2.6 by Obsidian Star Digital

Hello everyone! 0.2.5 brought an exciting change with the UniverseBuilder and a much-needed addition with the interactive tutorial! In 0.2.6, I really wanted to give more direction to the game for players who want more of a direct goal to work towards, as well as continue to expand what's possible in-game. 

Colony Start Option

Now players are able to start their games with a colony rather than a station! I am really excited about this as it gives players a whole new way to experience the early game!

https://preview.redd.it/xk7754yses2h1.png?width=1169&format=png&auto=webp&s=054e1c18286361359d6485adfce56106d9beb33d

The new option can be found in the new game creation screen!

New Research: Interstellar Communication

There was new research sent in by command, Interstellar Communication! This research path unlocks a whole new level of content to experience within your saves! 

New Build Module: Interstellar Communicator

The interstellar communicator is the first 2x1 module available for station and colony building! Because it is not a uniform shape like the other modules, I have also added the ability to rotate modules in the station and colony builder, just like how players are familiar with in the starship fabricator. 

https://preview.redd.it/3qaylm2ues2h1.png?width=238&format=png&auto=webp&s=eb3a15282df7df2d57202d3116a8cf8775797603

Building the interstellar communicator unlocks a whole brand-new Missions view! 

Factions and Missions

This is something many people have been asking for but I was really unsure how to make it fit within the vision I have for players to have the freedom to play the way they want to. In the spirit of SystemBuilder I built new FactionBuilder and MissionBuilder modules for Array! This allows the player to get randomly generated unique missions from randomly generated unique factions, this really makes every run feel like its own.

https://preview.redd.it/2jgo26tues2h1.png?width=2031&format=png&auto=webp&s=5ed31c0d930bd8ea294911b80969d27a5c00f039

Players can choose to accept up to 3 missions at a time, or not do missions at all, it is 100% your choice! Accepted missions show up in the UI Panel in the missions view or the new Mission tracking tab on the notifications box which will automatically appear when a mission is accepted. 

https://preview.redd.it/uczs9inves2h1.png?width=496&format=png&auto=webp&s=3574e12a25d07c51590be00f854ef4e3dbb4ef60

Missions can be re-rolled; this has a 5-minute cool-down. I plan to expand mission types and greatly deepen the Faction relations in future content updates. 

https://preview.redd.it/9o03e4pwes2h1.png?width=399&format=png&auto=webp&s=d6132b82e3f8ff3aad22ae23e7c15f85d9ba4cd9

Modding

Modding has finally come to Array! I have opened up the FactionBuilder and Mission Builder modules for players to mod using JSON files to make it super easy and really allows anyone to get their hands on it. I’ve included in-depth READMEs that will give all the information you need for modding. 

In-Game Mod Manager

https://preview.redd.it/pr3vbae1fs2h1.png?width=2550&format=png&auto=webp&s=a4e6be54ff307e53c8d72d47a817956a8fddcd34

I also added a new ‘Array-Modding’ channel in the Discord server so players can share, talk about, and create mods with each other! 

Other Changes

  • Fixed spacing issue with the train designer.
  • Made the train designer resizable.

 

This update lays the foundation for some pretty cool possibilities, ones I have already been working on for 0.2.7, which will include one more major SystemBuilder update for this update series. As always, I would love to hear what you all think, join our discord and let me know your feedback! 

reddit.com
u/TPlays — 3 months ago
▲ 18 r/spacegames+8 crossposts

Array 0.2.5 - Universe Scale, Interactive Tutorial, and MORE!

https://preview.redd.it/8uf0cxanxxzg1.png?width=1254&format=png&auto=webp&s=cda00f9012afd8055350fa62051e7d9422a1eafe

Download Here: Array - 0.2.5 by Obsidian Star Digital

Join My Discord: https://discord.gg/Rzv5SPt7tX

Greetings everyone! 0.2.5 is finally here and I am very excited to show off the new enhancements I have been teasing in the discord! I have some features that have been requested for a long time finally coming and I am super excited to finally show it off to everyone!

SystemBuilder v9

UniverseBuilder

Array has had the SystemBuilder and the GalaxyBuilder since the very beginning, I actually built the game around them! Using the GalaxyBuilder, I have finally brought the UniverseBuilder to SystemBuilder v9 and this update of Array! 

https://preview.redd.it/6oy4bqkoxxzg1.png?width=1655&format=png&auto=webp&s=bb553e2aabb9129e40d302bac77f5939aaa95df4

Now players can not only generate a galaxy, but they can generate a universe! Setting up logistics routes between galaxies and universes could not be easier by utilizing starship gates or the brand new but unstable wormholes

Wormholes

Wormholes now randomly spawn throughout your systems! They show up in random places and stay for a random amount of time. 

https://preview.redd.it/9wj6gl2pxxzg1.png?width=545&format=png&auto=webp&s=271ab8c708850d5fcaf7218710884313ad124861

Starships and fleets can fly through them to get to the other side but be careful! You do not want to leave a starship stranded on the other side of the collapsed wormhole (or do you…)

Solar Flares and Sun Rework

Suns have not been a part of SystemBuilder for the longest time and have really only been a sub module of Array itself. I used this updated as an opportunity to completely rework how the sun is handled in game and it is now a part of the SystemBuilder! 

https://preview.redd.it/xvx8ucupxxzg1.png?width=743&format=png&auto=webp&s=8a888df04b450734a71aa7e721b9162c6e2eab7c

This unlocks the ability to simulate some really cool things using the rest of the data that is generated and simulated by SystemBuilder. One really cool thing I are able to bring this update to suns are solar flares! 

As of right now solar flares are only visual phenomena but I plan to have them have effects in the near future!

Interactive Tutorial

There are some players who have been asking for this for a long time! I am very happy to introduce the first rendition of the guided tutorial! 

https://preview.redd.it/5mtje0nqxxzg1.png?width=2551&format=png&auto=webp&s=c10523e79070c3c331024e14463ed60eb5c91bb2

The tutorial will guide you through the basics of the game while preparing you to think ahead if you want to delve deeper into specific areas of the game. This follows my whole philosophy of play the game the way you want to, focus on the things you want! 

https://preview.redd.it/fuyy136rxxzg1.png?width=2340&format=png&auto=webp&s=c4e7655d5eaa39f217615587630df4d50b4761dc

The interactive tutorial can be found in the save's menu.

Other Changes

  • Touched up settings menus.
  • Touched up saves menu.
  • Touched up transfers tab in logistics view.
  • Added 3 new music tracks.
  • Added Focus button to the logistics view overview tab.
  • Added console commands for wormholes.
  • Added new SFX for track, asteroid miner, and material plant creation. 
  • Added new adjacency tooltips while building to aid the player in understanding adjacency bonuses. 
  • Scrollbars are now all draggable.
  • Updated Saves Menu UI to include new Tutorial Option.
  • Fixed not being able to scroll the UI Panel in the Logistics Menu. 
  • Fixed issue where the resource check when generating new systems would not catch certain resources not being spawned.

 

As always, I am excited to hear what everyone thinks of this update! 

reddit.com
u/TPlays — 3 months ago
▲ 18 r/spacegames+5 crossposts

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https://preview.redd.it/hik6aohuh8xg1.png?width=1024&format=png&auto=webp&s=1cf3689c08b6558384e83c505237df8978fafee8

Download here: Array - 0.2.4 by Obsidian Star Digital

Join Our Discord: https://discord.gg/7NuTgH3XDM

Greetings everyone! Another Array update is here, and I am really excited about this one! Array 0.2.3 was received very well, and everyone seemed to really enjoy the planet and moon surfaces! For 0.2.4 I wanted to expand on the new surfaces as well as bring in a whole new level of gameplay for colonies! Let's get right into this jam-packed Colony Overhaul Pt. 2! 

Ground Logistics

It is finally here! While players have been busy maturing their orbital logistics systems, they can now expand their networks onto planet surfaces! 

With the new ground logistics research players unlock the ability to build the new Depot structure for planet surfaces which unlocks a whole trainload of new gameplay features! 

Depot

The Depot acts as a hub building and warehouse for all of your ground logistics needs, from the warehouse you can build Trains, Tracks, and Rovers. 

https://preview.redd.it/iwdmuk2ni8xg1.png?width=378&format=png&auto=webp&s=207b6c908df6c9eea70cef17b49f5cf24c246fd3

Players can build as many depots on a planet's surface as they would like and name each of them to whatever they would like. Each depot can act as a stop for trains (depending on how you setup the routes). 

Trains and Tracks!

Trains are a modular-ground based transport system utilized for moving materials between colonies, depots, and Material Plants! 

https://preview.redd.it/ur8pskyri8xg1.png?width=1132&format=png&auto=webp&s=861ef76bb5e0406351f784d6edc4588bf509b9e5

Train routes utilize the already existing routes system that Starships and Fleets brought with the logistics overhaul. 

https://preview.redd.it/w5zwy8ssh8xg1.png?width=959&format=png&auto=webp&s=a89a4129fdd86813bcd9a086b511bb51aa699dad

They feel really great to use and are really fun to watch in action navigating custom track systems! In this update also comes a custom train designer so you can pick which modules your trains have! (I plan to add more types of cars in the future, yes I know it is a space game…)

Rovers

There are two types of rovers coming to Array in 0.2.4. The standard rover can be utilized for basic planet exploration; the mining rover can utilize surface resource deposits by mining also utilizing the existing routes system.

https://preview.redd.it/ngwaxy6ui8xg1.png?width=538&format=png&auto=webp&s=cd3214d3ff7d5f2e3ea72c897bd356453257a56c

Rovers are just the begins for mining surface deposits, with the new advanced materials processing research players now unlock another brand-new surface structure the material plant!

Material Plant

The material plant can be built on surface material deposits and automatically mines the deposit. Train endpoints can be placed on Material Plants to allow for easy connection to your logistics networks. 

https://preview.redd.it/o87p24ivi8xg1.png?width=488&format=png&auto=webp&s=2aa1d4ce79a9ced97831820ea5580825f6c7d64b

I cannot wait to see how players utilize this new structure! 

Asteroid Miner

This one has been a long time coming and now it's here in the advance materials processing research! The asteroid miner is a space structure that has its own UI, it can be set in 2 different modes, automatic, and resource specific. When in automatic mode it will simply mine whatever asteroids are closest to it, when in specific mode it will hunt asteroids that have the specific resource it is looking for.

https://preview.redd.it/gxzrsth0j8xg1.png?width=271&format=png&auto=webp&s=0db044d2cd3981746807ad77e537140c4d9002ec

When the asteroid miner is full it will deposit its mined resources to a pre-determined location within its UI. 

Other Changes

  • When a planet has multiple colonies the colony symbol will now fan out allowing easier clicking of the correct colony.

https://preview.redd.it/ps4afi12j8xg1.png?width=356&format=png&auto=webp&s=9202a5182d61b297b63b82cc9b04af20db6de338

  • Fixed issue that caused handbook to open when typing ‘h’ in text boxes. 
  • Increased names list in order to have even more unique system names and combinations.
  • Added new Foundry Model

 

https://preview.redd.it/rayz5k43j8xg1.png?width=323&format=png&auto=webp&s=295baa26a44249eeac4444a2358d6f4233eaaab4

  • Added new build sounds for train and rover construction.
  • Made the Research tab in the logistics view functional.
  • Fixed the transfers tab, it now scrolls under the navigation not on top of it. 
  • Fixed Routes tab sizing by making options more readable.

https://preview.redd.it/di68d3a4j8xg1.png?width=1553&format=png&auto=webp&s=ec495ee400afbea1320efa42daad19e22ebd3f35

As always, I am excited to hear all of your thoughts and feedback. I really love the community we are building over on our Discord! You guys make this project possible, and I hope you all keep contributing all of your kind and even and especially unkind thoughts about the game! 

reddit.com
u/TPlays — 4 months ago