Year 2 - Roadmap, Priorities, and more!
The first year of development has been quite slow, with only 2 major updates during this time...
The first major update was back in December, which was v0.1.4 (Power Rework) and was aimed at remedying some of the initial feedback from launch. Main Features:
The second major update was just released last week at the tail end of Year 1, which was the long-awaited v0.2. This is, and likely always will be the single most important update to the game from a foundational standpoint, laying the ground work for what will come next in Year 2 and beyond. Main Features:
Below I have compiled a ranked list of the most frequent feedback & complaints in reviews and refunds, including some notes from myself on what steps I'll be taking to remedy them... 1. Bugs and Technical Issues
Right now I am still laying out the general roadmap for this year, which includes what I want to achieve by the end of this year (that being, this time next year) and where I hope we will be.
However, It's important that I involve you, the community, in this decision. You guys are the ones that play the game, and that means I want to deliver the content & features you're most interested in. As such, below I've linked a poll which you can vote on for what you want to see first. Poll: https://strawpoll.com/7rnzVmKMdnO
For those that wish to view this list here before voting, or simply not vote, these features are...
The immediate priority is bug fixing. In order for these features to hit and be enjoyed upon their arrival, the game needs to, well... function. So over the next few weeks you can expect continuous patches and hotfixes to a lot of the current stability issues on live, as well as balance changes & additional UI info. If anyone would like to discuss any of these planned features further, please don't hesitate to reach out to me below or on our Discord, Like always, I try to read every message, even if I don't respond! Discord: https://discord.gg/vectorio Thanks for reading, and I hope you have a lovely rest of your summer :) ~ Ben
[ 2024-08-12 15:54:35 CET ] [ Original post ]
Hello everyone!
I hope you are all enjoying v0.2 and everything new it has to offer. Well there's certainly some rough edges with the patch, I think it's still been a major success and is setting us up nicely for the next year of development, which is going to be a lot more action packed then Year 1!
Speaking of, this post is aimed at covering what we accomplished in Year 1, what the immediate priorities are moving into Year 2, and how the rest of this year is shaping up. So let's get into it!
Year 1 | A slow, but very important start
The first year of development has been quite slow, with only 2 major updates during this time...
v0.1.4 (Power Rework)
The first major update was back in December, which was v0.1.4 (Power Rework) and was aimed at remedying some of the initial feedback from launch. Main Features:
- Complete refactor of the power and heat system.
- New generator mechanics, making them require resources to produce power.
- Removed collection mode and collector drones from the game
- Multiple hotbars, and the ability to quick scroll through them using left-control.
- Refactored gamemode handling to run everything through a central main scene.
- New backend stat system for handling entity stats
- Multiple refactors and updates to many of the manager scripts
v0.2.0 (The Big One)
The second major update was just released last week at the tail end of Year 1, which was the long-awaited v0.2. This is, and likely always will be the single most important update to the game from a foundational standpoint, laying the ground work for what will come next in Year 2 and beyond. Main Features:
- Multiplayer, join forces with friends on a shared world with up to 10 other players.
- New region, Phantom Plains, with an entirely new tech tree.
- Control schemes. with dedicated control modes. Supports click to drag camera movement.
- Strategic outpost mechanics, including internal simulations for each outpost.
- Variety of new resources with more complex recipes, requiring efficient drone networks.
- New settings menu, with many more settings to tweak the game to your liking.
- 50+ new stat modifiers to adjust, and a few new modifier presets to try and tackle.
- Drone route connection previewing, showing the specific route a drone will take.
- Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
- Defenses that require ammunition in order to fire. Used on stronger defenses.
- Resource x-ray utility, allowing you to see the resources stored in each building at a glance.
- New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
- Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
- Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
- New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
- Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
- New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
- Model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
Learning from reviews & refunds
Below I have compiled a ranked list of the most frequent feedback & complaints in reviews and refunds, including some notes from myself on what steps I'll be taking to remedy them... 1. Bugs and Technical Issues
- Prioritize bug fixing, especially ones introduced in v0.2 relating to multiplayer
- Optimize rendering performance and reduce draw-calls
- Reduce load times when getting into a world
- Continue to iterate on general gameplay stability
- Streamline core mechanics and introduce them more gradually
- Add more context & information to the game (i.e. resource info)
- Redo the tutorial system, as many people find the current one frustrating
- Clarify game description and marketing materials to illustrate differences from Classic
- Do a better job highlighting unique features that differentiate it from similar games
- Communicate more clearly the current state of early access and what the planned features are
- Regularly update the game, instead of having these huge gaps between updates
- Done!
- Introduce more variety in gameplay element, especially when it comes to logistics.
- Consider adding challenges or more bite-sized objectives to maintain engagement
- Clearly define goal posts for the player to work towards
- Add more tooltips and general information to the game to help aid newer players
- Offer more color palette options or a colorblind mode
- Do additional research on more accessibility options for the game
- Continue to iterate on the control scheme for the game, making it more user-friendly
- Add more ways to customize the control scheme to the players liking
- Fine-tune game balance, especially when it comes to heat vs. power scaling
- Implement more difficulty settings that can help players adjust the game to their liking
Year 2 | What's the plan?
Right now I am still laying out the general roadmap for this year, which includes what I want to achieve by the end of this year (that being, this time next year) and where I hope we will be.
What do you want to see first?
However, It's important that I involve you, the community, in this decision. You guys are the ones that play the game, and that means I want to deliver the content & features you're most interested in. As such, below I've linked a poll which you can vote on for what you want to see first. Poll: https://strawpoll.com/7rnzVmKMdnO
For those that wish to view this list here before voting, or simply not vote, these features are...
- Modular Gunships: Design, deploy, and direct your own fleet of hand-crafted gunships.
- Cargo Freighters: Adding new types of long-range transportation methods to the mix.
- Building Animations: Creating animations that will make your base feel more alive.
- Decorations & Colors: More decoration blocks and the color-brush utility tool.
- Logistics V2: An overhaul of the logistics system, with more tools & unique challenges.
- Enemies V2: Improving the enemy AI logic and implementing enemy outpost construction.
- Frigid Fields: The next region, which brings temperature management & obstacles.
- Phantom Plains V2: Updating the plains region with more content & FOW-based challenges.
- World Gen V3: The worlds are still missing little details that will make exploration more rewarding, and I believe one more iteration on this system will remedy that.
- Upgrade System: Adding the ability to upgrade buildings & defenses with different modules.
- Turret Labs: The new challenge-based game mode, something different from adventure.
- Cosmetics / Skins: New unlockable drip for your buildings and units.
So what's next?
The immediate priority is bug fixing. In order for these features to hit and be enjoyed upon their arrival, the game needs to, well... function. So over the next few weeks you can expect continuous patches and hotfixes to a lot of the current stability issues on live, as well as balance changes & additional UI info. If anyone would like to discuss any of these planned features further, please don't hesitate to reach out to me below or on our Discord, Like always, I try to read every message, even if I don't respond! Discord: https://discord.gg/vectorio Thanks for reading, and I hope you have a lovely rest of your summer :) ~ Ben
Vectorio
Ben Nichols
Ben Nichols
2023-08-18
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 40
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(305 reviews)
https://store.steampowered.com/app/2082350 
[0 B]
Vectorio is a base-building game that combines tower-defense, automation, and supply-chain management to create a unique experience like no other.
Originally concepted over two years ago, Vectorio Classic was slowly built up alongside its dedicated community to try and introduce a new take on the tower-defense genre, mixing together the best aspects from similar games and streamlining them into a minimalistic design for all to enjoy. With the game now rebuilt from scratch to introduce tons of new mechanics and content, there's a lot more to uncover in this new version of Vectorio!
Game Features:
- Adventure Mode
The main mode - expand and conquer across the first dimension! - Creative Mode
Create the base of your dreams and try out different buildings with no build costs! - 50+ Research Techs
Collect resources and feed your labs to research over 50 different research techs! - Powerful Defenses
Deploy strong defenses to fight back against the growing onslaught of enemy shapes. - Logistical Puzzles
Solve logistical problems by setting up resource supply chains with a variety of drones. - Non-Linear Progression
There is no one set path - you choose how to play and what to unlock!
MINIMAL SETUP
- OS: Ubuntu 12.04 or later
- Processor: Intel Core 2 Duo E6320Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 GS or equivalent
- Storage: 512 MB available spaceAdditional Notes: Requirements may differ slightly in future updates
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