• 124 Posts
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Joined 2 years ago
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Cake day: June 21st, 2023

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  • Yeah, they showed off a video in the past where they want us to be able to attach vehicles and pretty much any item to ship cargo grids as well. It’s only partially implemented for now.

    But even when they get that fully working, it looks like you would only be able to fit some hoverbikes on this ship.

    I would assume that looted ship weapons should attach as long as they’re small enough. That does seem to work for most weapons on most cargo ship grids right now.



  • QuadratureSurfer@lemmy.worldOPtoGames@lemmy.worldJump Ship Demo is Live!
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    21 days ago

    Has it been? I just got the email from Steam a few hours ago that it’s Live now. They must be really late to notify everyone in that case.

    Looking through the community it looks like they had originally planned to release the demo today, but ended up releasing it early on June 5th, and the game will only be available to play until the 16th.

    Edit: typo

















  • Sure, larger businesses have more developers to get more work done. But there comes a time when throwing new developers at a problem convolutes the process and actually slows things down more than it helps.

    Something that seems simple to you like a flashlight attachment may not be so simple under the hood.

    Solo indie devs have an advantage because they’re familiar with all of the code. They’re the ones that wrote it.

    They don’t need to learn a new part of the code when making fixes or changes. They don’t need to explain to another dev that “you don’t change how this information is passed in here because you’ll need it to look just like that in some other section that you’ll never touch”.

    Additionally any decisions/changes/etc. are all decided by one person, no need for meetings to get everyone on board and explain exactly what you want to do. No need to try to get everyone to understand your vision for what you want to happen.

    A famous comic might explain this process a little better: