@marcgfx Thanks for the feedback, that's a problem then
@Kris Thanks for the encouragement!
By rotational inertia you just mean the ships have angular momentum, right? Doesn't seem like it'd be too hard to handle.
That's it. It takes some minutes for fresh players to adjust, but VERY young players kicking asses in the game a long time ago discarded any worries I might have had about the added difficulty. Also, the new ship is definitely easier, so sticking to these for now.
I'm back to work after the holidays. With some free time on my hands I advanced more than in the entire last year combined I think. Lots of stuff to show so I'll go back to the recap format of the early posts. One of the rather basic things I did over that period was setting up...
Update #70: Version Control
I
dabbled with that in the past (so check this out if you're not sure what's that) but what I found was a bit overkill for my needs at that moment, and kept using manual backup once in a while.
Since I was planning to change some code that was pretty much used all over the place (mainly terrain stuff), and to start writing external binary files to disk (with the potential risk of them becoming unreadable in the future if I lose the read methods), I decided to give Version Control another try, and went with Mercurial (and TortoiseHG, its default UI).
Why? Three things caught my eye:
Mercurial isn't built around the idea of a Main repository. As a solo dev, keeping a main repository separate to my own didn't make much sense, and I can still do one later if the need arises (or if I raise a team later).
It manages changesets, not versions, which makes everything way nimbler.
Finally, TortoiseHg is pretty similar to TortoiseGit, which I was familiar with.
This time everything went pretty smoothly, and I've been using this method for some weeks.
What's more, having all of my changes logged means I can go back to whatever version I want to post updates from