It's great to see lots of interest in the project still remains even after the lack of updates. Unfortunately I've been busy with a number of things (coursework and such for uni, as well as steam holiday sales ) so I've not really had much time to work on overdrive, but I have been checking in every now and again.
Now, I still don't have much time for actually programming stuff but I might be able to do some documentation or suchlike.
Kieve wrote:I know a little code - not enough to be useful rebuilding the game, mind, but enough to tweak minor things post-release probably.
The one major achievement would be an engine that isn't hardcoded down to its bones and will actually recognize additional races, put their core stats like HP, combat abilities, repair speed, etc. into the XML sheets to be easily tweaked. Same for augments, if slightly trickier. A hangar menu that'll register new ships (suggestion: anything "PLAYER_" prefixed), replacing the original 18 only if the ship names match. That way GMM's .append won't cause it to freak out if the game is reading two entries for a Kestrel.
I read earlier in the thread that Thomasfn was aiming for LUA script support - that, or any other scripting ability would be supremely useful for adding in new custom augments or weapon effects. DOT poison bombs, for instance (Mantis would be immune? Or bugspray - they take double damage! ) *ahem* ... anyway, I'm not sure how you'd go about creating hooks for mod-scripts, but I'm more than willing to learn how to use 'em once they're in place. I would suggest the first priority mod-wise just be pushing core game stuff from engine to XML.
So glad to see this being worked on again...
The project already has Lua support, and via Lua scripts, you can already add new weapons, ships and systems (although not much of it is functional yet). Everything in the game currently is loaded in the form of a mod called "vanilla".