After a rather long Debug Cycle, I'm getting back into the swing of development. This means it's probably time to write about what actually changed from Version 0.2 to 0.3.
It's been a lot of work since December, when I finished the 0.2 Debug Cycle. Since then I've launched this site and started getting out there on social media, as many of you will know! I've also launched a YouTube channel, and you can find a new complete run through of Special Space Force in it's current prototype stage here!
For those who weren't with us during Version 0.2, it established the sector view and the force organisation view. Since I've embellished some things, like planetary graphics, but much of the basic mechanics in those two things stayed the same.
The Sector view in 0.3
Version 0.3 added several features. The most important one was Voidcraft. These ships of space are fundamental to the gameplay in Special Space Force, as they allow you to move your troops from one system to another, and take them around the galaxy to fight the many battles you're going to have.
The Advanced System Craft View, which allows loading and unloading of slots and squads
They will also be an integral part of your combat machine and, later in the development, will be responsible for keeping your troopers armed and armoured when away from home.
Voidcraft was not the only big change of 0.3, as planet economics and the turn system were added. Planets now have economies that grow or shrink depending on what happens in the game - If they're attacked, production and exports are going to drop. Factions were added as managers of the income produced from planets, and the turn system just gathers up all the income from a faction's planets and saves it in a stockpile for now.
Planet Economy Screen