Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Hey guys - here's what's been happening.
I'm nearly done with the "quick pass" of the story - I've taken a bunch of detours along the way, adding very important (but minor in terms of coding features), tweaking existing ones and adding loads of polish.
Some of the features/polish is the ability of bases to have a dedicated fighter slot (making fighter production much faster). Adding to the "resource request" system so that it works via gates and finally enabling/giving the "ship posture" controls to the player. Letting the player control how their ship(s) respond to enemies. These items became an obvious need to add/tweak when I did the story pass through.
I've added 10 new instant action scenarios - these are simple dogfight type missions. Letting players have space combat without some of the real time strategy elements getting in the way of enjoying the ship to ship combat engine. Instant action scenarios are a great opportunity for me to give players a challenging battle or a unique perspective on the game world (via being able to pilot other faction ships).
There's been loads of tiny polish given to the game, many issues were looked at and I've tried to finalize them versus putting them off like I tended to do before. For example I'm pretty sure that the sound "pop" issues are a thing of the past, and tactical mode to ship mode toggling has had a few bugs fixed. Issues like - when a map first loads - a single frame would render without the visual "outline and toon" effects added have been fixed - while small are an important step towards reaching full release.
Anyway - I've put together a development video for those interested in a more visual demo:
Link to Video on YouTube
Finish up the story pass through (about an hour to two hours worth of story to go). Finish up the story. Add about 4 or more instant action scenarios. Finish the GUI elements (this unfortunately depends on outside artists). Finalize and finish up command ship upgrades. Most likely add in a "base versus base skirmish" type "addon" (letting you setup a quick base versus ai base battle) to the Instant Action mode of the game. And that's it - we would be at the "released" stage - and then go beyond that.
The above seems like a lot - but as usual... I'm pretty optimistic and the above are mostly finishing touches.
I mentioned this in the end of the video, but I'll mention it here as well - I'm nearly a year behind schedule. It is pretty obvious that I'm unable to estimate time very well and I constantly think about that - and to cheer myself up I think that the game is a much better game as a result of a longer development.
Once again thank you for supporting the project during Early Access.
If you have any issues or feedback please let me know.
I just put out another story update, it is about 30 minutes to an hour worth of game play. It features 1 new ship (with a variant) and as usual intense space combat. The new mission addition has a "sort of" a boss battle - I'm particularly excited about it because it is a big battle without being big in ship numbers and has a unique flow to it.
Story/mission wise the game is nearly complete - the next mission update should include the conclusion of that aspect of the game. But before I start working on that I'm going to revisit the rest of the game and see what needs to be improved.
One aspect that I kept seeing that needs a look at is ship build times - I'm not sure whether I'll just decrease them, add in an "research upgrade" to decrease them, or allow bases to build more than one ship at a time or some combination of the above (or another solution).
I'll see where there is a need for music in the earlier game and add it in (now that there are a lot more music tracks than when I started).
I will most likely also add in a few features - for example the ability to get resources via gates (versus just nearby bases).
Finally I'll see where the earlier story could benefit from game engine improvements and from things I learned over the more than a year that the story game play has been in development. I'll try to make battles bigger without necessarily increasing the difficulty.
So I hope to work on the above for the rest of the week, and then continue towards release.
Thanks for supporting the project!
PS: once the above are done I'll post a "what is left to do" type of an update.
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