Yes, I'm still 'tinkering' with it. I'd intended to take a break after the 1st release but sadly a sudden family illness/bereavement last month meant I'd pretty much had to throw a build at Steve to host and then disappear from here. Haven't had much time since due to some on-going training, and also with Glastonbury festival approaching at the end of this month, work on the next build has been & will continue to be very sporadic for the time being.
There has been
some progress though.

The next version fixes the rest of the intro sequence; no disappearing ship, and ends with a police viper in pursuit, not a 2nd Quest ship.
Specular lighting is re-enabled - I'd accidentally left it commented out after investigating if textures were becoming transparent.
There are now 3 common shaders to cover ships, asteroids and other objects. So ships can appear metallic, and other objects less so... individual objects can still use their own dedicated shader .fx file of course. Originally there was to be a single common shader that every object used, but I chose to exclude it in the initial release as it just made everything overly dark and shiny and I didn't like the look!
I've been playing with the sky and its shader too - no sexy sunsets to report as yet but it does transition better between day/night to conceal/reveal the stars now. This is an area I want to look at in more depth for a subsequent build and I'd like to add an atmosphere shader rather than just a texture. There's a nice one at
PETROCKET that made me drool and I'm hoping might be adaptable!
Finally, I've also implemented multiple skins on objects to give some variety. Each ship can have up to 10 different skins, and the skin for police vipers is separated too - this should please the artists out there! (And no doubt strain resources, but anyway) Changing the colour of your ship with "Buffet" lets you choose a different skin. In future I'll be looking to support bump-mapping on the skins as well. (probably parallax occlusion mapping)
In theory, multiple skins also applies to buildings etc too, but I've not had time to test these yet!
I suppose with a tease like this, I best try to find some time to package something up this week... no promises though!
