As of late I've been working on the main mission.
I hit a small snag concerning the "twist part" of the main mission. Lots of coding to be done and lots of rewriting code.
The NPC A.I. used to be quite simple, but now I added a list of factions the NPC is hostile to. A simple tag system.
Ceres used a much more line of sight/within range any friendly radar system.
That means that any ship that a ship sees will tell others about it. This allow some very sneaky attacks by the hostile game A.I.
Now I'm striving for a more simpler code. Simple radar range and attack range.
But I'm sure it will grow more complex as the game development progresses.
I think I've finished about a third of the main mission. The missions are simple at first but they gain complexity as the player progresses through the game.
A few side mission have been created, mostly for proof of concept
The refit system is mostly done. I've been playing around the idea of adding a gemstone system to it, too boost weapons and mech parts. Still in the works.
I'm planning on adding a personal drone to the game.
Something that will assist the player, follow the player around and attack enemies etc.
I'm constantly adding lore to the game, random wanderers and civilians will provide the player with information about the game and Info data logs that will provide a background history.
It's funny, I thought many time that I wouldn't finish Ceres. It was a big ass job but I got through it and the hellish bug fixes afterwards. Now it's so much simpler.
The Ninth Planet will not be nearly as much of challenge. Simpler game, more experience and overall more linear game design.