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Unstable Space Keybinds
Saturday, 21 April 2012
In the rush to get the Beta out the door, it looks like I may have forgotten to add in some of the very help files I worked on to get people ready to play the Beta! A particularly important one is the list of keybinds for use with the Beta. So, rather than waiting for the release of a Beta 2, I am including them here, right now, for everyones reference. I will also give some thought to what other kinds of help or files I could prepare to make peoples lives in the Middle States easier to handle.

For the keybind info, directly as it should have been found in game, read on:Discuss Topic (0)
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Unstable Space Beta Released
Sunday, 08 April 2012

Image

If anyone is left alive out there...I have finally done it. I have wrapped up, tied off, and closed up any remaining holes in Unstable Space, and packaged what we have into a playable (hopefully) beta release. I decided to take this on about 4 months ago, after giving up any hope of ever seeing any progress about 4 years ago. There were no coders, so there was no hope, and the project died.

But I didn't give up. I always thought that one day I could come back to it and maybe teach myself to code, and finish the game. And so that is what I did. It took me much longer than I bargained for. In the last 4 months virtually all my free time was spent on this, and I have to say I am utterly exhausted. Even writing this post is tough.

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Final Task
Sunday, 18 March 2012
I am down to the Final Task for an Unstable Space release. And it is a bit of a tedious one. 7 new operation types have been created to serve as the population of the Middle States, and more specifically, the population of ships that can be interacted with and hired by the player. However, as it stands all 7 ships types share one set of generic dialogue. What is needed is an effort to add some variety to this.

Unstable Space already has code for this built in, so all that is actually needed is the dialogue itself. Our code allows for 'speech_styles' which can be attached to a ship/operation based on what faction it is a member of. So a pirate could have rough, menacing dialogue, and a corporate ship would have curt, professional dialogue for the exact same action.
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