Thanks for checking in!


Thanks for checking in! "I came for the game, but I stayed for the drone," right? That sound is so soothing.  

Anyway I decided I'm not done with this yet, so I thought to start this devlog while at it. 

If you have bugs, annoyances, ideas for future, let me know. All appreciated <3

First things in mind: 
Finding starbases in a large galaxy is waaay too hard at the moment, so I have to figure out something for that.
Cruisers fly sideways
AI is a bit lame for too long. Make aggressive sooner. 

Feedback: 
"Controls guide on the game screen". I'm a bit opposed as you can press ESC and check controls with a pause. Have to look into it. But definitely have to figure out a way to make controls more clear. 

Long: 
More enemies, different kind of enemies. Stuff to build and stuff to need. Ancient AI's and civilizations, campaign ... Yea you get the point. But one thing at a time. 

hmh. Ok! There's a start! We'll see how it goes. 

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Update 15/05/25: 
Finding starbases in a large galaxy is a lot easier now. Starbases have these large twirling rings around the planet and you can see them a galaxy away. 1 ring for lvl 1, 2 rings for lvl 2 and 3 rings for level 3. Obviously. They go around like gyroscope.
Added some bokeh and nebulas.
Made PD stronger. (3hp and 4 x 1dmg FirstStrike (aiming for fighters)
Cruisers should still one-shot them. 
Also I made some AI tweaks. Have to try out different scenarios now. If all goes as it should AI should be more aggressive now. Propably isn't. It's surprisingly hard to figure this out! Loving it. 
Cruisers still fly sideways. 
Still thinking about the controls guide. 

Yours,
Pecatus

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Update 19/05/25:
To-Do: 
AI is still not agressive enough. There is some logic that prevents AI from attacking players as much as I'd want, and halts it completely in the late game. Back to the drawing board with this one. I have a churning feeling in my stomach that it will need a major rework to get it's act together. 
Bokeh and/or nebulas are messing with starlane visibility a bit. I need to "make them pop out more."
Tilt-Shift: I realized I propably didn't want this blurry bokeh in the first place, but more of a tilt-shift style blur. Sooo, explore tilt-shift. 
Ships' and fleets' visibility: They're easy to find when you're close by, but rolled out, it's impossible to see at a glance where your ships are. The problem is more pronounced with the enemy and it's red ships. You might miss them even when near. So "make them pop out more, too!"
Cruisers still fly sideways. 
Haven't got to think about controls guide yet. 

But now after a refreshing weekend it's time to hop on the saddle again. Let's see how I break the game this time.

Yours, 
Pecatus

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