Galactic Crew Patch Notes — May 16, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Dear players,
Dungeons
As I wrote in a previous post, I want to make everything better in Galactic Crew 2. I loved the dungeons in Galactic Crew, but I had some issues with them. For example, it took me a long time to hand-craft them and new rooms, enemies or resources were difficult to add. I completely rewrote most game mechanics regarding dungeon management. In Galactic Crew 2, there won't be a fixed set of dungeons, but all dungeons will be generated when you enter them. This has many advantages: it takes less disk space, because I do not have to provide dungeons and you will never visit the same dungeon twice. Also, I can easily add new rooms, features, enemies or loot at any given point and it will be automatically available for any future dungeon you visit. That makes it much easier and faster for me to add new content! The difficult part is to create meaningful dungeons that don't look strange. After some research, I implemented a so-called Wavefront collapse function algorithm that resulted in wonderful dungeons.
The following image shows a floor plan of a generated dungeon and the image after that shows the same dungeon in-game. The entire dungeon generation process takes less than 300 ms, so you won't even notice a difference in loading time when entering a dungeon.


The new dynamic dungeon system has also enabled me to implement multi-level dungeons. Depending on the mission, quest or event, you will get the chance to explore dungeons with multiple levels and increasing threats.

What's next
I am working together with artists to create new content. For example, one artist currently works on new equipment for your crew. I plan on expanding the range of equipment dramatically! For me, there is a vast amount of small tasks to do next. The next update might take four to six weeks. Don't worry, if you don't see an update - I am still working on it!
Kind regards, Benjamin