Dev Talk - Toolbar

Looking Forward - Tool Bar

I thought I'd take a few minutes at the end of this patch notes to talk for a short while about the Tool Bar in game. Many of you watching the videos or game footage will only be seeing the first hour + of the game and as such not understand that the further you progress the more options open up.

There are two toolbars, one used for when you are walking around out of the shuttle, the other for when you're 'in the shuttle'. The later start with just the single Icon on the end - giving you access to generating Jump Fuel. This is added to as you progress and complete missions.

The first 'Four' slots are reserved for Ship 'Offensive' weapons, lasers, blasters, Missile launchers etc. (based on what you pick up). Over time these will be upgradeable (Already in the works).

There is a Mining Laser in slot 5. This is earned from the kind folks over at Sector 9 Research base early on and is used to mine Asteroids without draining any energy.

Slots 6 and 7 are reserved for 'Ship-based Utilities'. Typically things like energy boosters, shields etc.

Slot 8 is of course reserved for converting your Fuel Cannisters into actual units of Jump Fuel.

We are working on creating a system where you will be able to dock and choose each slot. Upgrading or replacing the item (in its class/type) for another that you have unlocked, crafted or been given by an NPC. This is still in early testing but I wanted to highlight that the Toolbar is there for a reason and eventually you will have a full one just like the one I posted above.

For reference and for those of you that have not played Hannon yet above the bar there is an XP bar and above that the Ammo count for your 'Auto Cannon' (standard kinetic fitted cannon).

We have a substantial library of icons and images for the tool bar items and can't wait to start seeing these appearing on players tool bars. We will be creating a fairly wide array of weapons for you to use when in space.

From the humble pulse laser, through heavier beam lasers and even missile launchers. All these will have varying ranges, energy use and damage's. It will then be down to you to mix and match what you feel works best for you. It's true we need to continue work on a system so that you can swap these out but you also need to work to unlock them from NPC's and plan for crafting projects as the game moves further into development.

Coops