![]() ![]() I’ll save you the trouble of pointing out that this has happened to us before. By contrast, about 2,100 people have bought the game across Steam and Humble. About 9,000 people on Steam have wishlisted the title, which is awesome - next time this goes on discount, hopefully they’ll pick it up (but I mean, it’s only $11.99 USD and it’s 10% off already!). People are playing it and they are really loving it! As in, more than anything else we’ve done since AI War - really? That’s awesome news! The Bad Mostly from smaller channels with a few exceptions at the moment, but still. Starward Rogue is out now, and it’s getting glowing steam reviews (76, all positive, as of this writing) as well as a lot of positive youtube and twitch coverage. Well The TLDR is that almost all the Arcen staff are going to lose their jobs, effective Monday. Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3D.Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen.Part 2: 2011-2012, A Valley Without Wind, etc.Skyward Collapse: Nihon no Mura (Expansion 1).The Last Federation: The Lost Technologies (Expansion 2).The Last Federation: Betrayed Hope (Expansion 1).AI War: Destroyer Of Worlds (Expansion 6).AI War: Vengeance of the Machine (Expansion 5).AI War: Light of the Spire (Expansion 3).AI War: Children of Neinzul (Expansion 2).AI War: The Zenith Remnant (Expansion 1).I’m limited to a small number of players, so I can’t promise that you will be added.Indie game development studio since 2009. – tab-completion of names not working on client side? (case sensitive?)Īnyway, thanks to everyone for checking out Galcon 2! I’m going to open up the iOS beta to a limited group of people pretty soon, so I’m looking for volunteers on the forums. – have production have +80 instead of just 80 so it’s more obvious – during trans, allow keyboard presses, but NOT mouse clicks‚Ķ (so chat can continue during the pause) – mod_client not getting the HTML update between co-op rounds. – after pause if you typed it doesn’t resume text properly, goofs up. – turns: hide enemy ship numbers during their turns – dual: hide enemy ship numbers on your side it should ID by game or something so that doesn’t happen? – galcon: there’s a moment in co-op where a previous send() command can come in after a round ends, but during the pause, and cause a fleet to launch early. – dual: keep score of how many wins/losses per player – should be able to type numbers in chat when hovering over the chat box – top of keyboard numbers don’t work on some keyboards (but did work in Galcon Fusion) if fleets are going to said planet, delete those fleets as well. – fix positioning of on-hover planet info – re-worked all menus to work in any resolution, etc – ipad version: re-require login now that we’re back from GDC (menus_mods.hpp) – gutted view/audio/video/settings sub-systems out of game.cpp and into their own “separate” classes / files – spaghetti: clean up the trans code so it’s not so dynamite jack oriented – code: add bounds check for all id’s sent through Lua API to other functions. Just to give you a bit of a peek at what goes on while I’m making games, this is how I track what I’ve done in the past week: Lastly, thanks to everyone’s bug reports, I’ve included over twenty bug fixes. Nobody has implemented this, but I hope to see some cool use of this feature soon! Huge for big HD desktops (other desktops may prefer medium/large.)Īnother feature I’ve added is the ability for modders to use vector art in their menus, this means they could add in really slick looking post-game power-graphs/charts. Small simulates how the game will look on phones, medium/large on tablets. There is also a “Size” option where you can pick how large your screen is. New features this time include video options, so now you can go fullscreen or windowed in any res you want. So pretty soon we’re going to be able to start sending these items out! I can’t wait for you to see them in person! We also got in a ton of poster tubes, and we’re currently working with a box company to get the box set details sorted out. Little update on the Kickstarter rewards: getting rewards together is pretty involved! But we’re making progress, we have all the magnet sets in, and we’re getting in most of the packing materials, and whatnot. I will be hanging out on the forums/chat this morning, so hopefully we can do some group play-testing of the game! Linux users: I spent some time this week preparing the game for Linux, so someday this will be ready! My main goal with Linux is to have it work “headless” so you can run servers on Linux (but also play on Linux.) Yo! Another beta is ready for you to play! Kickstarter backers can download it for Windows or Mac. ![]()
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