New construction system done (mostly)
In the last dev update I discussed the new part alignment search system I was working on. At that point there were a couple of things left to do: implement a bounding volume hierarchy for part bounds, and implement the part collider intersection tests. The second of these two is now done, which means the game is now functional again. I decided to do the BVH as an optimisation step later, as the game works fine without it (albeit with reduced performance in certain cases), and I wanted to get a new demo release out ASAP!
UI improvements
I have also implemented some new features that are in the latest demo. In the construction menu (to access, highlight a construction and hold shift + hold / press Q), there are some additional buttons to activate / deactivate all of the construction’s part behaviours. So you no longer have to hunt through all the parts in a construction and activate each behaviour individually.
In the builder tool UI, there’s now a new “world” tab. This contains a list of constructions currently in the world and provides the ability to pick a construction and then remotely: select it, activate / deactivate all of its behaviours, toggle it frozen / unfrozen, clone it, save it, or delete it. So if you ever lose a construction because it rolled away down a hill, at least you can always get it back now!
There are also a few other improvements and tweaks, such as a help window summarising the game controls (accessed by holding / pressing F1).
Next up
I’m now at a point where it’s time to revisit the Unity 5 upgrade again (can’t put it off any longer!), so I’ll be looking at that next. I’m not entirely sure how this is gonna go, but I just hope I can find a way around the remaining physics issues.
Beyond that, there are a ton of things I really want to get to, the main ones being: improving the environment / map (having flat area to build on), making the construction controls better, and implementing a challenge / tutorial system.