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Dev Update #7: Gameplay and UI Changes
Here's the list of various gameplay additions and updates:
To prepare for the addition of the hotseat multiplayer mode we had to refactor turn processing and the event notification system. Those changes aren't immediately visible but are necessary for the work that we are going to focus on over the next two weeks.
Over the next seven days we are going to work on:
[ 2018-11-19 18:03:48 CET ] [ Original post ]
We added tons of good stuff over the past seven days! We are also getting closer and closer to the private beta. The current plan is to have the beta out sometime during the week of November 26.
Gameplay
Here's the list of various gameplay additions and updates:
- The base attack multiplier is now different for every location. The higher the energy output of the star the lower the attack multiplier. This was done to balance out overpowered blue giants that generated too much energy and population, which resulted in their ability to execute swift crushing attacks that didn't seem fair. Before this change the only downside of blue giants was their shorter lifetime. Now, it feels a lot more balanced. The "scientific" justification behind this change is that stars with higher luminosity make it harder for civilizations to coordinate offensive and defensive operations in space. Since research stations are not stars and don't have regular star properties, we changed their base attack multipliers to be extra low.
- Research stations have limited population now. This change makes a lot of logical sense and also makes stations much easier to re-capture.
- Black holes and research stations don't have energy spheres anymore. We needed this change for logical and gameplay consistency, since neither of the two objects have any energy output capabilities.
- How do black holes and research generate energy now? We added a new structure called an *energy reactor*. It generates less energy than energy spheres but is cheaper and takes less time to build. You can also build it in any other location if you need a little bit of energy quickly.
- Research stations now have a research lab structure. It increases population and resource limits and the research rate.
- Research rate was changed to be dynamic based on the number of stations (5% per station) and research lab structure upgrades.
User Interface
- We added more properties to the location info panel that now includes the base attack multiplier and the building cost rate. We also added a popup message to research points that shows what the current rate of research is.
- We added a global (not location-specific) message that shows up at the top of the screen at the beginning of the turn. For now it only tells you when a research item is done. In the future, we'll add more items to it like when a player gets eliminated or some plot-specific event happens.
- We added icons for all location structures!
To prepare for the addition of the hotseat multiplayer mode we had to refactor turn processing and the event notification system. Those changes aren't immediately visible but are necessary for the work that we are going to focus on over the next two weeks.
Next Week
Over the next seven days we are going to work on:
- More playtesting and gameplay improvements.
- Finish technology research tree and do some initial work on trying to balance different research items.
- Graphics optimizations. Ideally, I want the game to run smoothly on systems with Intel HD Graphics. There're some low-hanging fruit fixes that I can quickly apply to get closer to this goal.
- Steam build upload shenanigans for the private beta.
[ 2018-11-19 18:03:48 CET ] [ Original post ]
Eons of War
Vasinov Games
Developer
Vasinov Games
Publisher
2022
Release
Game News Posts:
33
🎹🖱️Keyboard + Mouse
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Epic Turn-Based Star Battles
In this turn-based grand strategy game you take control of an advanced civilization in an ever-changing galaxy. Build energy spheres, resource harvesters, and ring worlds to grow your economy by collecting star energy, mining asteroids, and expanding your population.
Learn how to thrive in an evolving battlefield with new stars being born and old ones going supernova, asteroid fields depleting, and hyperspace tunnels being built by you and your opponents.
Capture mysterious space stations and research new technologies to dominate the battlefield.
Follow a procedurally generated story in the single-player campaign or battle AI and your friends in custom multiplayer arenas.
FEATURES
- Build your star empire: take control of an advanced civilization and build mega-structures like hyperspace tunnels, energy spheres, and ring worlds. Develop your economy by collecting star energy, mining asteroids, and growing your population.
- Experience the cycle of stellar evolution: new stars are born and ancient ones turn into black holes, white dwarves, or dust over tens of millions of years—all within a single battle!
- Explore star systems: create a system of hyperspace tunnels to nearby stars to conquer them.
- Research new technologies: capture mysterious space stations to make strategic decisions about your civilization's research.
- Unique stellar mechanics: learn how to thrive in an evolving battlefield with stars going supernova, asteroid fields depleting, and new hyperspace tunnels being built by you and your opponents. All stars are procedurally generated based on real physics. Luminosity, mass, and energy output change in accordance with star properties.
- Single-player campaign: follow a procedurally generated story of an advanced civilization spanning millions of years and dozens of stars.
- Hotseat multiplayer: play on the same computer with up to four friends.
MINIMAL SETUP
- Processor: AMD Athlon II X4 640 @ 3.0 Ghz or Intel Core 2 Quad 9400 @ 2.66 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD HD 5770 or Nvidia GTX 460 with 1024MB VRAM
- Storage: 1 GB available space
- Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
- Graphics: AMD HD 6850 or Nvidia GTX 560TI with 1024MB VRAM
- Storage: 1 GB available space
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