20201011
What’s good, gamers? Alright, everything’s lined up. We finally have the official game plan going forward to see whether or not this thing will sink or float. What is that, you ask? Can’t give specifics because Steam doesn’t allow us to but there are the typical 3 sales happening before the end of the year and we’re going to be in all 3 of those sales. The first one will be another small sale that we’re not going to expect too much from. The 2nd one will be a larger percentage off and when we’ll promote the game a bit. This is when we’re going to need to see some traction to know whether this is worth continuing to invest in. The 3rd sale will be our last-ditch effort to try and save things in case the 2nd sale didn’t do much. I really want to do everything we have planned for this game but funds are finite. We’ll see how it goes!
Completed
- Audio refinement: Starting sequence, Weapons, Menus.
- Audio revised: Issue where all sounds would cut out if overloaded
- Ships: Extail texture
- Te ora: Adding some rocks back into the scene which mistakenly got removed before
- Explosion FX that look even more awesome than they already did
- AI: Made them ease in/out of turns more, making them more competitive
Next
- Audio refinement: Boosting. New: SFX for a new ship
- Track reverse modifier so you can modify the tracks to race them in reverse
- Color updates so they’re more consistent and dark colors aren’t so dark
- Camera effects so it moves a lot more while you’re racing
- ZeroHour online competitive mode
- Prompts to “Press Esc / B” when it was just implied before
- Bullets hitting ships causes “flakes” of that ship’s color to fall off
- Stylized map names for the loading screens
- Starting sequence revision
- New ship concept
- Bugs: Hitting ships behind you when you fire missiles
Thanks!
-Mac
Community and dev access
https://discord.gg/BRqw8Ka
