Was supposed to be out of early access at the end of Dec.
Been having a play around with it and I don’t like the flight model in this game, I thought having to hold the “W” key to move forward all the time had been fixed and the different flight modes which can be set in the options appear to make no difference in the game.
Will continue to play around with it as I may be doing something wrong.
Unfortunately I find the control of the flight model and the endless loading between arears to be too annoying. I would guess this down to the game engine used, which is a shame because it does have some promise.
Spacebourne been getting lots of small updates for the last couple of weeks, nothing major just bug fixes and improvements.
Trouble is, the biggest single issues I have with the game is the flight model and it’s two modes. Auto which is for moving around in space and travelling between solar systems. This basically consists of clicking on a target and watching an animation, when you arrive at your destination, you then click on the manual icon which gives you control of the ship and weapons to fight with.
This I think is the biggest flaw in the game design, which is shame because Spacebourne is not a bad game, just let down by the flight model used and I have a feeling it’s maybe down to the game engine.
It’s the Unreal game engine that he used and it just does not work for an open world/ sand box type of game. Great for a level based shooter, IIRC Everspace uses a modified version of it and it works great in that game.
Unless I’m mistaken when using Unreal devs get access to the source and can modify it as they need. I would not be surprised if the vanilla rendering pipeline cannot deal as is with large scale space objects (because of the limited dynamic range of the 32 bit floats used by default, 24 bits for the Z-buffer probably).
So it’s either a hack of the engine or one of the gameplay, squeezing the action into a controlled bubble. Depending on one’s background the second approach might feel safer!