This week I've worked mostly on different types of levels for the player in Skirmish, Battle Royale and Wave Defense modes. I've also fixed a few dozen bugs and added some new weapons and effects.
Changed build grid visualisation
Reworked asteroid spawning. There are now three presets; rocky, nebulea and deep space. In rocky you have no zabu mines but more asteroids. In nebulea you have more zabu complex. In nebulea you have more zabu power.
Added spread to weapon stats in ship editor
Map is now randomised for singleplayer wavedef and skirmish
Map is now randomised for multiplayer battle royale
Added planets
Added nebulea
Added planetary bodies
Added 3 level presets
Tweaked asteroid spawn to be more mirrored (still random, but the same amount will randomly spawn on your side of the map)
In Rocky map preset in multiplayer you now get no zabu mines but more medium asteroids
In DeepSpace map preset there are some extra zabu generators
In Nebulea preset there are more zabu plants
Removed test ships
Changed color of sun based on map
Removed difficulty modifier x10 and instead just made the slider go from 1 to 100
Fixed wave boss bug (the game would restart in a certain wave because the wavecounter did not reset in between games)
Score screen for wavedef
Disabled healthbar on mouse hover when cinematic camera is on
Disabled radar ping when cinematic camera is on or GUI is off
Disabled extra weapons spawn for waveboss
Fixed waveboss devastator visual
Changed gauss visuals
Changed wavedefboss text in top of screen when winning/losing
Changed variable type of difficulty variables from doubles to floats
Reworked both flak and plasma flak to not use 1 long animation but regular explosions in a timed fashion
Added passwords to multiplayer rooms
Made it so that the password input box dissappears when no password is set,
Added field to enter password to host options,
Re-aligned visible options in lobby
Fixed 'bug' of players making a room without password because they forgot it, then leaving, then rehosting the room with password and the password not showing up because of that
Limited passwords to 4 characters
Styled input boxes
Fixed repair rate
Fixed formation near repair buildings
Increased repair range from 60 to 80
Repositioned top turret on The Jaap, decreased Medium Cannon volley interval
Switched ship slot 9 and 10 in the ship editor (they were inverted)
Fixed transport move bug battle royale
Fixed skybox not changing correctly in battle roayle
Increased resources mined per trip from 30/35/40 to 50/60/70
Tweaked skybox
Changed healthbar based on suggestions of
Fixed SP wave def no win condition
Fixed BR ships set as mine
Removed some photoshop files from the project folder, reducing the project size
Next week I will go over the checklist for the Early Access and see how far we get ^^
here is an update: Separate Options from Cheats in the Conversation Tab Add an option to enable/disable the tutorial guide Add an option for long range wands: fixed (range: 7) and variable (range: INT/3, min 4, max 10) Add an option to enable/disable the ability manager Abilty manager: can remove/exchange/add unit abilities freely (max:3). Is considered as a Cheat, since you can keep and store abilities between the different teams. Or you can remove abilities for increased Challenge! Tutorial screenshots guide slightly updated Swap the order of the Bonus Maps Brax members will have the wings abilities when joining using the cheat in walk difficulty mode Maximum number of items in convoy increased from 150 to 300
According to the feedback of today's player evaluation, we now give the explanation. It is suggested to use ordinary difficulty in the early exploration of the Magic Cave, and the sense of game experience will be very strong.
First of all, the playable demo of Spire of Sorcery – our upcoming party RPG with turn-based spellcasting and hex-based exploration – is available during Steam Next Fest, from June 16 onwards.
Spire of Sorcery is a very ambitious project for our studio, and those among you who follow our studio might know that its development has been anything but easy: to make it happen, we’ve pushed ourselves to the very limit. Given the development progress of the last 6 months, we’re confident that the project will be released in Early Access in the autumn of this year!
In Spire of Sorcery, you play for a party of runaway mages who try save themselves (and maybe others, if they can) in a post-apocalyptic fantasy world where magic talent is a crime.
Just as with Gremlins, Inc., with Spire of Sorcery we build upon the game’s own original setting, and we don’t rely on a single central mechanic. Instead, we mixes together multiple interconnected mechanics to create a unique experience from their combinations.
Spire of Sorcery has elements of gameplay that you might find in board games, even though it’s not a card game. Every character owns a personal adjustable deck of elements that they combine together to cast spells and deal tokens, that combine with different effects.
There is some randomness in the game – the maps are procedurally generated, as well as stats and decks – but we keep it rather low in comparison to that other game that you all know and love (or hate :P).
Of course, there are more things. For example, each character is a person with their own stats, perks, and goals. They can be improved, but they also can get sick or injured. They react differently to the surroundings and events. And since mages are the most efficient when they act in groups, it lies on the player's shoulder to decide how to mix different party members.
If this sounds interesting and you want to know more, or try the playable demo while it’s available, you can download the game here:
We would be tremendously happy to receive your feedback, comments and suggestions, as it is our main way to develop and improve our games.
Secondly, the development of our second new game currently in production, Gremlins, Inc. Card Game, is progressing nicely.
You may be familiar with the physical game that’s available as Print & Play DLC for Gremlins, Inc., and now we are turning it into a digital board game as well.
Since this is an adaptation of the existing game, the development is fast and smooth. We already have a fully playable version that we test against bots (they aren't the brightest, but they know how to play) or other players (on a dedicated server or through a direct peer-to-peer connection).
The base deck of 64 cards is also fully implemented, and sessions can be played for points or rounds where both conditions can be set at the same time, in which case the session ends when at least one of them is reached.
The main reason why we don't provide any public access to the build yet (and decided to opt-out from this Steam Next Fest with the demo) is that the game looks ugly as... well, let’s just say that it's very, very ugly – since we haven’t even started work on the interface yet.
While hardcore fans probably would be able to deal with it, we do not want to traumatise anyone else. Yes, it works! But no, it’s not ready to reveal itself to the general public yet.
However, you can already add the game to your wishlist, if you wish –
Our current estimate is that Gremlins, Inc. – Card Game will enter Early Access on Steam in the autumn of this year. In the meantime, we'll be sharing news on how development progresses, and how the game changes (mostly it will be getting prettier and the bots become smarter). You can also join the game's dedicated Discord server.
This patch applies the endless beta changes to the main branch, as I didn't receive any bug report from the beta testers.
Bug Fixes
Fixed bug that caused the AI to go berserk if the FPS Limiter in Options > Graphics was set to 60fps
Removed Kaya's Sukeban Takedown corner infinite (now max 3 repetitions)
tweaked the Infinite Prevention System to take care of similar occurrences with other moves
Fixed an issue with INDEPENDENT additional objects that made them ignore the Y axis offset (this one might be relevant for modders, as the only character which made use of them was the Haemophage/Noctiphage)
New features
In the stage "Afrer Hours", the NPCs Shaz and Mr. Daevka will now disappear if any of them is selected by one of the players as characters
the three bonus story scenes (between End of the Beginning and Ride the Lightning) have now clear unlocking conditions stated in the description
Moveset adjustments
Shaved 2 frames of recovery from Kaya's 3K 5P, in order to allow for easier natural combo into Sukeban Takedown
I have added partial gamepad/controller support to the game.
This means that you are now able to play the game fully with a gamepad or controller, bar using the menu screens.
You'll still need a mouse to navigate through some menu screens and interface elements, but you can play each level with your gamepad/controller now.
Bellow is a mapping guide to show the specific keys and buttons for the gamepad/controller layout. The game is mapped to an Xbox controller, but most controllers would work.
As of now this feature is still early and being developed, but is functional.