There was a problem where the jump wasn’t updating the tracking component in the map selector. Surprised I’d not seen this before. That’s the difference between testing your latest code and testing the actual game. Gotta do both, dammit!
While mucking with that, I thought it’d be cool to have another, more advanced drive type, that moves the player from point A to point D (3 jumps, remember?). This would be a later upgrade, obviously. The idea is that it acts like an advanced wormhole that can change direction based on the angle of the next jump point in the list, and it goes through ALL the ones the player has set, making it super quick to jump along the full path.
Another thingy I added were some nicer GUI graphics I picked up from one of the 2D art sites.
Progress
- Fixed jump-tracking issue.
- Integrated a “subspace” style of travel that flies the player’s ship from point A to point D without them needing to do anything other than launch.
- This would be the most advanced form of travel for them.
- Fixed map→sector disconnect issue.
- Added GUI elements to make things look a little nicer.