
Two weeks ago, there was a failure of a Russian Soyuz rocket delivering supplies to the International Space Station in a Progress cargo ship. Half a century later, that sense of importance - and the willingness to take risks that came with it - has been lost. We were going to the moon to demonstrate our technological superiority to the Soviets and the world, and Glenn’s flight was a crucial milestone on that path. In 1962, at the height of the Cold War, space was important and worthy of such risk. The base will also require a bit of tweaking and testing to see how much resources it requires, and whether it destroys the other base in one go, or does maybe only half damage.But it’s worth remembering why he was willing to risk his life on a space flight in the first place. Once this fully works, we plan on expanding the base’s functionality by allowing the player to upgrade their weapons at the base. Or placing the factories to gather resources, and using these resources to power the death ray, which destroys the base instantly. This can be done by simply shooting at it, quite often. They can win the game if they destroy the other player’s base. How it works now is that both players spawn at their base. If you put in enough resources, the base charges a laser that destroys the other player’s base, and any planets in it’s path! For now, the planets just disappear without any effects, but I hope we can make it more spectacular in future updates. This week, I presented the idea of a base for each player. I also had to fix controller input again, hopefully for the last time. The only problem right now is that it snaps when one of the players respawn.

I threw out the splitscreen and implemented a camera that always has the two players in screen. I forgot to write a blog post last week, so this blog post is about that week as well.
