2025-10-16 - 2026-10-16
Overview
231 issues closed from 1 user
Closed
#234 ensure there's always at least one gas planet next to the spawn point at max 4 chunks
Closed
#233 the first level of waves are too complex, too many simple ennemy vessel arrive at the same time
Closed
#232 gas producer on gas planet are pretty slow to render
Closed
#231 on computer changes a bit how control works
Closed
#230 in the fleet upkeep menu show the total it cost, everything presented in a nice spreadsheet
Closed
#229 the more there's basic ship, the more each shot sound produced is louder, fix this
Closed
#228 UI needs to adapt when showed on a big PC screen
Closed
#227 Lors du spawn après avoir chargé une sauvegarde existante il faut que tu sponnes au niveau du Motherhip
Closed
#226 refactor all comments
Closed
#225 create a save system
Closed
#224 it should not be possible to build on top of an existing building
Closed
#223 the transporters should only fill the fleet office up to a certain amount, it should not be infinite but ensure that the tax will always be paid if resources are available
Closed
#222 in the ship lab remove the bottom research point list as it's redundant
Closed
#221 the planning center should show all vessels types
Closed
#220 fleet office menu
Closed
#217 transporters are slow by default (make them even a bit slower) but an upgrade can let them use energy to go way faster
Closed
#216 by default transporter and reparator fleet are not built
Closed
#219 remove all upgrades that let the player increase the fleet size
Closed
#218 the first waves are too complex, keep the default vessel as long as the player has only 3 vessel in the fleet, increase difficulty after that progressively
Closed
#211 Remove the capture points from the game, to capture a planet you just need to kill all ennemies on it
Closed
#212 When conquering a planet, open a dialog showing the number of research points received
Closed
#209 the explored map should be reset after being teleported out of the black hole, this prevents the 30 chunks quest to be automatically fullfilled
Closed
#215 building life bars should be more visible
Closed
#214 gas bomb should produce a sound when they explode
Closed
#213 detroyed asteroid should produce a sound
Closed
#210 each time a rock or resource is receive in the fleet, a small sound should be triggered
Closed
#208 there should be a sound when the black hole opens in the intro scene
Closed
#207 add a point to show that the mothership is far in the north during the intro scene
Closed
#205 the speed ship should have upgrades
Closed
#206 creat more skill tree upgrades to go up 20 ships in the fleet
Closed
#204 beam collimator upgrade is useless now
Closed
#203 when aiming with the laser it should show the full range
Closed
#202 add a new dev options to set all research and production costs to 0
Closed
#201 improvement
Closed
#200 the scanner should show the closest non-conqueered planet, even if the chunk was not visited and should show a point on the map and direction while flying
Closed
#199 speed up improvement
Closed
#197 boss should only scream when fully visible on the screen
Closed
#198 the dash should not have a linear speed curve, something else would be better
Closed
#191 create a space scanner to detect the different planet types
Closed
#196 Add roaming octopuses to the octopus biome
Closed
#195 Unlock boss scanning after four planet types
Closed
#194 Generate one octopus biome and one boss planet
Closed
#193 Create the researchable planet scanner
Closed
#192 Teach the scanner before the planetary survey
Closed
#189 boss improvement
Closed
#190 Turn dev mode into a post-intro sandbox menu
Closed
#188 New boss planet
Closed
#187 divide by 5 the energy production rate
Closed
#186 outpost vessel should shot asteroids
Closed
#185 before chart 150 quest, there should be a quest to build an energy propulser vessel
Closed
#184 the research lab should show a progress bar instead of the percentage when a research is pending
Closed
#183 in the introduction scene, when the fleet is being absorbed by the Black hole, gradually White and the screen, once fully blank teleport the fleet to the default spawn location, then gradually get back the screen to normal
Closed
#182 dialog should release joysticks automatically
Closed
#181 aiming stickiness improvement
Closed
#179 energy propulser should also unlock an activable capability when available. when activated the fleet dashes into the desired direction. similar to other skill shots you need to aim it
Closed
#180 resources can be taken from the fleet only if the fleet is nearby the building that needs it
Closed
#178 dialog apparition should be from left to right, it should not appear from the middle of the screen a fill the space bit by bit
Closed
#177 points should be faster to capture
Closed
#175 keyboard presses should not skip dialog
Closed
#176 my own ship should not damage my buildings
Closed
#174 the loading screen should take the whole screen and the loading bar should be mid screen
Closed
#173 in the web export version the fleet can not store any resources
Closed
#172 Change the aiming system for the default shot
Closed
#171 the web export version should auto detect keyboard mouse or screen and remove the touch screen controls if not needed
Closed
#170 The initial dialog for the cinematic should start a few seconds after the scene loads, not directly
Closed
#169 Create a loading screen after clicking on the main menu buttons
Closed
#168 during dialog, if everything is not yet written it should show the whole text instantly. if the whole text is available it passes to the next text
Closed
#167 if an assigned quest is immediately validated when given, skip it if it's not an important quest. distinguish important quest the one that are important for the story, like planet discovery and mothership build
Closed
#166 simplify dialog to use a bit more straightforward vocabulary and sentance structure
Closed
#164 ux improvement
Closed
#165 damage to building for gas bomb and fast vessels
Closed
#163 after the outpost is build create a quest to assign a vessel to it
Closed
#162 upgrade in the skill tree should need a double tap on Android, the first click should not buy
Closed
#161 the fleet vessel placement should be reset to a triangle position once the cinematic is finished
Closed
#160 improve quest menu
Closed
#159 A building with no life should explode
Closed
#158 any costs local to a building (creating ship in ship crafter, researching in the lab ...) can also be paid thanks to the ship inventory
Closed
#157 before the quest to build an extractor, ensure a quest exists to create a new ship, as the building cost more than 20 the fleet needs at least two ships
Closed
#156 before the quest to research the extractor in the tech tree, create a quest to ask to go to the mothership deposit as the ship can not carry more than 20 resources
Closed
#152 add a vfx for dead ennemies and for exploded rock and for resource recolted on fleet
Closed
#155 default vessel shots should go faster and further
Closed
#150 shot sounds sounds like toy
Closed
#151 Death sounds from ship are really cheap
Closed
#154 When in the skill tree, the dialog windows appears behind. dialog should always be on front of everything
Closed
#153 after a dialog popup the godot input system is lost on keypress. If I had a key held at it keeps moving in the key direction
Closed
#149 Les dialogues doivent arriver petit à petit, avec un VFX associé à des dialogues de science fiction
Closed
#146 look on internet for free sources of SFX and add death vfx, shot and building destruction vfx.
Closed
#147 the ship menu build doesn't look good, prices are far from the button they are about, and when many different resources are needed the costs overlap. each resource type should go on a new line
Closed
#148 the space_4 file in the folder is the main theme of the game, make it play all the time
Closed
#143 The text in the ship menu from the mothership to assign to the fleet is bad, text below buttons overlap the icon just below
Closed
#144 "Extractor can be built here" indication in the build menu overlaps the build icons
Closed
#145 the quest that requests for an extractor to be built didn't take into account the built extractor
Closed
#142 create a quest to fetch some rocks before creating the quest to build the mothership
Closed
#141 create a quest to research the ship crafter before creating the ship crafter itself
Closed
#140 quests overlap the new wave button. create a quest button next to the map one
Closed
#139 during the cinematic, asteroid pop directly on the screen which is not really realist, ensure they can not pop on the v isible screen
Closed
#138 all building only cost rocks, you can introduce other resources for some building, make the cost meaningful depending on how far they are in the skill tree. same for skill, other resources can be used
Closed
#137 The different menu where we can buy things are not always the same
Closed
#134 Skill tree UI is still bad
Closed
#136 In the building menu two building overlap (gas burner and transport hub)
Closed
#135 The last ship left at the end of the cinematic should be the basic vessel
Closed
#130 Améliore le système de mort des vaisseaux
Closed
#129 Système de quêtes
Closed
#133 The quest chain, and the World Ship that is too far away
Closed
#132 Quest HUD: an objective tracker, and quests that speak
Closed
#131 Quest model: a chain of objectives GameState can answer for itself
Closed
#128 When a dialog appears, no command should work and the game physics should be paused as long as the message is not acknowledged
Closed
#127 Dialog boxes should only closes when clicked. A speaker name should be added to each dialog, appearing top left of the border of the dialog box, line below the text should not appear
Closed
#126 asteroid in asteroid field can only appear when not appearing on screen
Closed
#125 Improve the starting cinematic
Closed
#116 Spacial Workshop
Closed
#112 Add icons for each upgrade in the tech tree
Closed
#120 The hangar visualisation can be improved
Closed
#111 Improve ship crafter UI
Closed
#119 In the command center, each vessel should represent what's currently in the fleet, not only dummy default vessel
Closed
#121 Fleet formation can not be changed from the computer
Closed
#118 The speed control available with energy propulser can't be controlled with a mouse
Closed
#117 Building should animate only why doing something
Closed
#110 In dev mode, create a button to trigger a new attack wave
Closed
#114 improve ennemy bomber
Closed
#115 the lunge ennemy should go faster once started and do only once back and forth before starting
Closed
#113 When a new wave is created, fleet should automatically move toward the closest building they find, whatever is their distance, and attack the fleet or the outpost vessels if there is any in reach
Closed
#109 The outpost fleet animation is broken
Closed
#108 Introduction scene
Closed
#124 #108c: the asteroid gauntlet and the dimensional breach
Closed
#123 #108b: the convoy, the mission, and the ambush
Closed
#122 #108a: intro mode - a scripted prologue with narration and movement only
Closed
#98 Planning Center
Closed
#107 #98b: the Planning Center manages the crafter queues
Closed
#106 #98a: the Planning Center, and the targets it holds
Closed
#97 New wave system
Closed
#105 #97g: garrison vessels patrol and defend their outpost
Closed
#104 #97f: outposts are crewed automatically from the mothership
Closed
#103 #97e: outpost garrison composition menu
Closed
#102 #97d: the outpost, a building researched early
Closed
#101 #97c: waves attack buildings
Closed
#100 #97b: waves replace the roaming enemy spawner
Closed
#99 #97a: buildings have health, and can be destroyed
Closed
#96 New ennemy
Closed
#95 in the tech tree, the "local" column is the same than the banked, this is redundant
Closed
#93 fix tech tree menu
Closed
#92 pop up to confirm building construction does not adapt to horizontal shape windows, it goes out of bound vertically
Closed
#91 some elements are in front of the player
Closed
#90 improve the laser animation, its a bit bland currently (a bit more light, more laser saber-ish, more animation when it goes out of the ship)
Closed
#89 make the default shot automatically aim for the closest target in the input direction to make aiming easier. shot should go further
Closed
#88 increase default speed of the whole game by 1.5
Closed
#87 add better effects
Closed
#86 make players default shots go faster and further
Closed
#85 hide shot joystick and rotation buttons when running on computer
Closed
#84 Refactor file structures to put them in a meaningful folder hierachy to help review
Closed
#83 change the UX of the search tree
Closed
#82 ennemy default vessel should explose when hitting a player vessel
Closed
#81 Remove the bottom left touch explanations
Closed
#80 Computer controls
Closed
#78 there should be an action button to pause gas burner if needed
Closed
#79 when getting a resource there should be an animation indicating that a resource got acquired
Closed
#77 space time distorder should be renamed Energy propulser
Closed
#68 on the moon game is a bit slow, there's likely optimisations issues
Closed
#66 in the map editor the name of the selected element should appear
Closed
#65 In the map editor there should be a way to navigate on the map, not only zoom/unzoom
Closed
#64 when clicking on load in map editor, it should show the list instead of just iterating through the existing
Closed
#76 when conquering an ennemies lab planet it should be clearer that a research point is gained
Closed
#75 it should not be possible to create extractor on ennemies lab planet
Closed
#72 when rotating the fleet, ships goes out of sync in term of speed letting the player spam a direction to build up speed infinitely
Closed
#74 enemy research lab should spawn more frequently
Closed
#69 ennemi's vessels are going toward the player fleet instantly, they should only when they arrive at a given detection range
Closed
#73 remove the thrusters upgrade as the speed should be global to the fleet
Closed
#71 layout for resources and ships list in the ship lab is too packed
Closed
#67 some visuals and UI overlay each other, check screenshot
Closed
#70 power system research in tech tree overlap another upgrade
Closed
#62 Space-time distorder drains energy while boosting
Closed
#61 Laser shooters consume energy from the fleet hold when firing
Closed
#59 Space-time distorder vessel and the fleet speed fader
Closed
#63 Enemy research lab planet and research points
Closed
#60 Gas bombers consume gas from the fleet hold when firing
Closed
#58 Laser shooter vessel and its skill shot
Closed
#57 Carrier vessel
Closed
#56 Limit how much the fleet can carry
Closed
#55 Black hole planet and dark matter
Closed
#54 Gas burner building and the energy resource
Closed
#53 Enemy mothership
Closed
#52 Turret vessel spawner enemy
Closed
#51 Give the gas planet surface its own background shader
Closed
#49 Generalize the resource HUD readouts
Closed
#50 Draw capture points behind fleet vessels
Closed
#40 place to conqueer
Closed
#46 Artillery enemy with telegraphed AOE
Closed
#45 Standoff sniper enemy
Closed
#48 Planet setup map editor
Closed
#43 Capture points and the planet conquest loop
Closed
#47 Main menu scene
Closed
#44 Enemy foundation: definitions, capability components, and damage to the fleet
Closed
#42 Planet setups as authored resources
Closed
#41 Planet conquest state and extractor placement gate
Closed
#39 shield vessel should have an exagon form and not shot
Closed
#38 ship lab never receives transporter when a research is waiting for resources
Closed
#30 transport ships and ships out of the ship crafter going to the mothership should go way slower
Closed
#36 extractor should also have the transfer action
Closed
#37 two planet generated with the same name should still be distinct
Closed
#35 Define vessels through data and capability components
Closed
#34 Compose buildings from definitions and interaction components
Closed
#33 Replace ore/gas fields with generic inventory containers
Closed
#32 Drive planet space presentation from PlanetDefinition resources
Closed
#31 Compose planet surfaces from profile-defined feature scenes
Closed
#29 lab resources
Closed
#28 move ships from ship crafter to mothership
Closed
#27 new gas system
Closed
#25 the contextual action buttons sometimes overlap each other
Closed
#26 full fleet should not be a problem to create new vessel now that they are stored at the mothership once done
Closed
#23 clean queue menu
Closed
#24 dedicated menu for resources movement
Closed
#22 Enemies have no weapon - they only kill by contact
Closed
#5 new ship lab
Closed
#21 building not yet researched should not appear in the build menu
Closed
#13 bug when the fleet is stopped
Closed
#12 resource transport system
Closed
#20 Transporter capacity per hub, and research to raise it
Closed
#19 Transporter vessels: built at the crafter, stationed at a hub, supply buildings automatically
Closed
#18 Transport Hub building
Closed
#16 Buildings hold their own resource stock, and orders queue until supplied
Closed
#17 Fleet can pick up resources from the mothership and supply a building by hand
Closed
#15 Show what the fleet is carrying separately from banked resources
Closed
#14 Fleet carries mined resources until it delivers them to the mothership
Closed
#9 when an extractor is built on a planet it should how up that something is built there
Closed
#11 built building should appear on the map
Closed
#8 test suite is too slow to run, improve it
Closed
#10 Animate via scene nodes instead of per-frame _draw redraws
Closed
#7 rearrange skill tree view
Closed
#6 ship crafter building animation makes game laggy
Closed
#4 the mothership should now give access to a skill tree
Closed
#3 better style for the command center
235 issues created by 1 user
Opened
#3 better style for the command center
Opened
#4 the mothership should now give access to a skill tree
Opened
#5 new ship lab
Opened
#6 ship crafter building animation makes game laggy
Opened
#7 rearrange skill tree view
Opened
#8 test suite is too slow to run, improve it
Opened
#9 when an extractor is built on a planet it should how up that something is built there
Opened
#10 Animate via scene nodes instead of per-frame _draw redraws
Opened
#11 built building should appear on the map
Opened
#12 resource transport system
Opened
#13 bug when the fleet is stopped
Opened
#15 Show what the fleet is carrying separately from banked resources
Opened
#14 Fleet carries mined resources until it delivers them to the mothership
Opened
#17 Fleet can pick up resources from the mothership and supply a building by hand
Opened
#16 Buildings hold their own resource stock, and orders queue until supplied
Opened
#18 Transport Hub building
Opened
#20 Transporter capacity per hub, and research to raise it
Opened
#19 Transporter vessels: built at the crafter, stationed at a hub, supply buildings automatically
Opened
#21 building not yet researched should not appear in the build menu
Opened
#22 Enemies have no weapon - they only kill by contact
Opened
#23 clean queue menu
Opened
#24 dedicated menu for resources movement
Opened
#25 the contextual action buttons sometimes overlap each other
Opened
#26 full fleet should not be a problem to create new vessel now that they are stored at the mothership once done
Opened
#27 new gas system
Opened
#28 move ships from ship crafter to mothership
Opened
#29 lab resources
Opened
#30 transport ships and ships out of the ship crafter going to the mothership should go way slower
Opened
#31 Compose planet surfaces from profile-defined feature scenes
Opened
#32 Drive planet space presentation from PlanetDefinition resources
Opened
#33 Replace ore/gas fields with generic inventory containers
Opened
#35 Define vessels through data and capability components
Opened
#34 Compose buildings from definitions and interaction components
Opened
#36 extractor should also have the transfer action
Opened
#37 two planet generated with the same name should still be distinct
Opened
#38 ship lab never receives transporter when a research is waiting for resources
Opened
#39 shield vessel should have an exagon form and not shot
Opened
#40 place to conqueer
Opened
#41 Planet conquest state and extractor placement gate
Opened
#42 Planet setups as authored resources
Opened
#43 Capture points and the planet conquest loop
Opened
#45 Standoff sniper enemy
Opened
#44 Enemy foundation: definitions, capability components, and damage to the fleet
Opened
#47 Main menu scene
Opened
#46 Artillery enemy with telegraphed AOE
Opened
#48 Planet setup map editor
Opened
#50 Draw capture points behind fleet vessels
Opened
#49 Generalize the resource HUD readouts
Opened
#52 Turret vessel spawner enemy
Opened
#51 Give the gas planet surface its own background shader
Opened
#54 Gas burner building and the energy resource
Opened
#53 Enemy mothership
Opened
#57 Carrier vessel
Opened
#56 Limit how much the fleet can carry
Opened
#55 Black hole planet and dark matter
Opened
#58 Laser shooter vessel and its skill shot
Opened
#59 Space-time distorder vessel and the fleet speed fader
Opened
#61 Laser shooters consume energy from the fleet hold when firing
Opened
#60 Gas bombers consume gas from the fleet hold when firing
Opened
#62 Space-time distorder drains energy while boosting
Opened
#63 Enemy research lab planet and research points
Opened
#64 when clicking on load in map editor, it should show the list instead of just iterating through the existing
Opened
#65 In the map editor there should be a way to navigate on the map, not only zoom/unzoom
Opened
#66 in the map editor the name of the selected element should appear
Opened
#67 some visuals and UI overlay each other, check screenshot
Opened
#68 on the moon game is a bit slow, there's likely optimisations issues
Opened
#69 ennemi's vessels are going toward the player fleet instantly, they should only when they arrive at a given detection range
Opened
#70 power system research in tech tree overlap another upgrade
Opened
#71 layout for resources and ships list in the ship lab is too packed
Opened
#72 when rotating the fleet, ships goes out of sync in term of speed letting the player spam a direction to build up speed infinitely
Opened
#73 remove the thrusters upgrade as the speed should be global to the fleet
Opened
#74 enemy research lab should spawn more frequently
Opened
#75 it should not be possible to create extractor on ennemies lab planet
Opened
#76 when conquering an ennemies lab planet it should be clearer that a research point is gained
Opened
#77 space time distorder should be renamed Energy propulser
Opened
#78 there should be an action button to pause gas burner if needed
Opened
#79 when getting a resource there should be an animation indicating that a resource got acquired
Opened
#80 Computer controls
Opened
#81 Remove the bottom left touch explanations
Opened
#82 ennemy default vessel should explose when hitting a player vessel
Opened
#83 change the UX of the search tree
Opened
#84 Refactor file structures to put them in a meaningful folder hierachy to help review
Opened
#85 hide shot joystick and rotation buttons when running on computer
Opened
#86 make players default shots go faster and further
Opened
#87 add better effects
Opened
#88 increase default speed of the whole game by 1.5
Opened
#89 make the default shot automatically aim for the closest target in the input direction to make aiming easier. shot should go further
Opened
#90 improve the laser animation, its a bit bland currently (a bit more light, more laser saber-ish, more animation when it goes out of the ship)
Opened
#91 some elements are in front of the player
Opened
#92 pop up to confirm building construction does not adapt to horizontal shape windows, it goes out of bound vertically
Opened
#93 fix tech tree menu
Opened
#95 in the tech tree, the "local" column is the same than the banked, this is redundant
Opened
#96 New ennemy
Opened
#97 New wave system
Opened
#98 Planning Center
Opened
#100 #97b: waves replace the roaming enemy spawner
Opened
#99 #97a: buildings have health, and can be destroyed
Opened
#102 #97d: the outpost, a building researched early
Opened
#101 #97c: waves attack buildings
Opened
#103 #97e: outpost garrison composition menu
Opened
#105 #97g: garrison vessels patrol and defend their outpost
Opened
#104 #97f: outposts are crewed automatically from the mothership
Opened
#107 #98b: the Planning Center manages the crafter queues
Opened
#106 #98a: the Planning Center, and the targets it holds
Opened
#108 Introduction scene
Opened
#109 The outpost fleet animation is broken
Opened
#110 In dev mode, create a button to trigger a new attack wave
Opened
#111 Improve ship crafter UI
Opened
#112 Add icons for each upgrade in the tech tree
Opened
#113 When a new wave is created, fleet should automatically move toward the closest building they find, whatever is their distance, and attack the fleet or the outpost vessels if there is any in reach
Opened
#114 improve ennemy bomber
Opened
#115 the lunge ennemy should go faster once started and do only once back and forth before starting
Opened
#116 Spacial Workshop
Opened
#117 Building should animate only why doing something
Opened
#118 The speed control available with energy propulser can't be controlled with a mouse
Opened
#119 In the command center, each vessel should represent what's currently in the fleet, not only dummy default vessel
Opened
#120 The hangar visualisation can be improved
Opened
#121 Fleet formation can not be changed from the computer
Opened
#122 #108a: intro mode - a scripted prologue with narration and movement only
Opened
#124 #108c: the asteroid gauntlet and the dimensional breach
Opened
#123 #108b: the convoy, the mission, and the ambush
Opened
#125 Improve the starting cinematic
Opened
#126 asteroid in asteroid field can only appear when not appearing on screen
Opened
#127 Dialog boxes should only closes when clicked. A speaker name should be added to each dialog, appearing top left of the border of the dialog box, line below the text should not appear
Opened
#128 When a dialog appears, no command should work and the game physics should be paused as long as the message is not acknowledged
Opened
#129 Système de quêtes
Opened
#130 Améliore le système de mort des vaisseaux
Opened
#131 Quest model: a chain of objectives GameState can answer for itself
Opened
#133 The quest chain, and the World Ship that is too far away
Opened
#132 Quest HUD: an objective tracker, and quests that speak
Opened
#134 Skill tree UI is still bad
Opened
#135 The last ship left at the end of the cinematic should be the basic vessel
Opened
#136 In the building menu two building overlap (gas burner and transport hub)
Opened
#137 The different menu where we can buy things are not always the same
Opened
#138 all building only cost rocks, you can introduce other resources for some building, make the cost meaningful depending on how far they are in the skill tree. same for skill, other resources can be used
Opened
#139 during the cinematic, asteroid pop directly on the screen which is not really realist, ensure they can not pop on the v isible screen
Opened
#140 quests overlap the new wave button. create a quest button next to the map one
Opened
#141 create a quest to research the ship crafter before creating the ship crafter itself
Opened
#142 create a quest to fetch some rocks before creating the quest to build the mothership
Opened
#143 The text in the ship menu from the mothership to assign to the fleet is bad, text below buttons overlap the icon just below
Opened
#144 "Extractor can be built here" indication in the build menu overlaps the build icons
Opened
#145 the quest that requests for an extractor to be built didn't take into account the built extractor
Opened
#146 look on internet for free sources of SFX and add death vfx, shot and building destruction vfx.
Opened
#147 the ship menu build doesn't look good, prices are far from the button they are about, and when many different resources are needed the costs overlap. each resource type should go on a new line
Opened
#148 the space_4 file in the folder is the main theme of the game, make it play all the time
Opened
#149 Les dialogues doivent arriver petit à petit, avec un VFX associé à des dialogues de science fiction
Opened
#150 shot sounds sounds like toy
Opened
#151 Death sounds from ship are really cheap
Opened
#152 add a vfx for dead ennemies and for exploded rock and for resource recolted on fleet
Opened
#153 after a dialog popup the godot input system is lost on keypress. If I had a key held at it keeps moving in the key direction
Opened
#154 When in the skill tree, the dialog windows appears behind. dialog should always be on front of everything
Opened
#155 default vessel shots should go faster and further
Opened
#156 before the quest to research the extractor in the tech tree, create a quest to ask to go to the mothership deposit as the ship can not carry more than 20 resources
Opened
#157 before the quest to build an extractor, ensure a quest exists to create a new ship, as the building cost more than 20 the fleet needs at least two ships
Opened
#158 any costs local to a building (creating ship in ship crafter, researching in the lab ...) can also be paid thanks to the ship inventory
Opened
#159 A building with no life should explode
Opened
#160 improve quest menu
Opened
#161 the fleet vessel placement should be reset to a triangle position once the cinematic is finished
Opened
#162 upgrade in the skill tree should need a double tap on Android, the first click should not buy
Opened
#163 after the outpost is build create a quest to assign a vessel to it
Opened
#164 ux improvement
Opened
#165 damage to building for gas bomb and fast vessels
Opened
#166 simplify dialog to use a bit more straightforward vocabulary and sentance structure
Opened
#167 if an assigned quest is immediately validated when given, skip it if it's not an important quest. distinguish important quest the one that are important for the story, like planet discovery and mothership build
Opened
#168 during dialog, if everything is not yet written it should show the whole text instantly. if the whole text is available it passes to the next text
Opened
#169 Create a loading screen after clicking on the main menu buttons
Opened
#170 The initial dialog for the cinematic should start a few seconds after the scene loads, not directly
Opened
#171 the web export version should auto detect keyboard mouse or screen and remove the touch screen controls if not needed
Opened
#172 Change the aiming system for the default shot
Opened
#173 in the web export version the fleet can not store any resources
Opened
#174 the loading screen should take the whole screen and the loading bar should be mid screen
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#175 keyboard presses should not skip dialog
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#176 my own ship should not damage my buildings
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#177 points should be faster to capture
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#178 dialog apparition should be from left to right, it should not appear from the middle of the screen a fill the space bit by bit
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#179 energy propulser should also unlock an activable capability when available. when activated the fleet dashes into the desired direction. similar to other skill shots you need to aim it
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#180 resources can be taken from the fleet only if the fleet is nearby the building that needs it
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#181 aiming stickiness improvement
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#182 dialog should release joysticks automatically
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#183 in the introduction scene, when the fleet is being absorbed by the Black hole, gradually White and the screen, once fully blank teleport the fleet to the default spawn location, then gradually get back the screen to normal
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#184 the research lab should show a progress bar instead of the percentage when a research is pending
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#185 before chart 150 quest, there should be a quest to build an energy propulser vessel
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#186 outpost vessel should shot asteroids
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#187 divide by 5 the energy production rate
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#188 New boss planet
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#189 boss improvement
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#190 Turn dev mode into a post-intro sandbox menu
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#191 create a space scanner to detect the different planet types
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#196 Add roaming octopuses to the octopus biome
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#192 Teach the scanner before the planetary survey
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#193 Create the researchable planet scanner
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#194 Generate one octopus biome and one boss planet
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#195 Unlock boss scanning after four planet types
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#197 boss should only scream when fully visible on the screen
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#198 the dash should not have a linear speed curve, something else would be better
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#199 speed up improvement
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#200 the scanner should show the closest non-conqueered planet, even if the chunk was not visited and should show a point on the map and direction while flying
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#201 improvement
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#202 add a new dev options to set all research and production costs to 0
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#203 when aiming with the laser it should show the full range
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#204 beam collimator upgrade is useless now
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#205 the speed ship should have upgrades
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#206 creat more skill tree upgrades to go up 20 ships in the fleet
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#207 add a point to show that the mothership is far in the north during the intro scene
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#208 there should be a sound when the black hole opens in the intro scene
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#209 the explored map should be reset after being teleported out of the black hole, this prevents the 30 chunks quest to be automatically fullfilled
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#210 each time a rock or resource is receive in the fleet, a small sound should be triggered
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#211 Remove the capture points from the game, to capture a planet you just need to kill all ennemies on it
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#212 When conquering a planet, open a dialog showing the number of research points received
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#213 detroyed asteroid should produce a sound
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#214 gas bomb should produce a sound when they explode
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#215 building life bars should be more visible
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#216 by default transporter and reparator fleet are not built
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#217 transporters are slow by default (make them even a bit slower) but an upgrade can let them use energy to go way faster
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#218 the first waves are too complex, keep the default vessel as long as the player has only 3 vessel in the fleet, increase difficulty after that progressively
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#219 remove all upgrades that let the player increase the fleet size
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#220 fleet office menu
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#221 the planning center should show all vessels types
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#222 in the ship lab remove the bottom research point list as it's redundant
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#223 the transporters should only fill the fleet office up to a certain amount, it should not be infinite but ensure that the tax will always be paid if resources are available
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#224 it should not be possible to build on top of an existing building
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#225 create a save system
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#226 refactor all comments
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#227 Lors du spawn après avoir chargé une sauvegarde existante il faut que tu sponnes au niveau du Motherhip
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#228 UI needs to adapt when showed on a big PC screen
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#229 the more there's basic ship, the more each shot sound produced is louder, fix this
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#230 in the fleet upkeep menu show the total it cost, everything presented in a nice spreadsheet
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#231 on computer changes a bit how control works
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#232 gas producer on gas planet are pretty slow to render
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#233 the first level of waves are too complex, too many simple ennemy vessel arrive at the same time
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#234 ensure there's always at least one gas planet next to the spawn point at max 4 chunks
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#235 dialog text boxes are too small to be read
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#236 interface (buttons, resources...) is too small on phone. it was recently reduced for PC but should have kept it's previous ratio on phone
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#237 once asteroid are destroyed, the resource should goes automatically towards the fleet
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#238 gas planet should spawn in gas biomes which is a new biome type. in this biome a new entity can spawn which is a gas bubble, once popped gas goes toward the fleet