🕹️ Partial Controller Support
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Were running a week late on our July update because our team has been in the middle of the cross-country moves we discussed earlier this year. Everyone is excited to get settled into the new digs and get back up to full speed. The game is looking better by the day, and soon well have these time consuming but necessary hurdles cleared and we will be all hands on deck from here to the alpha in Q4 of this year.
Its Corys moving day, the day the server came down!
July has been busy! Aside from the personal projects of big moves, weve made a ton of content across the game. There are so many irons in the fire it would be overkill to include them all here. Thankfully, were continuing to use and refine the process weve used to create 8 games before this, so we know these deep waters -- weve swum out more than a few times before.
In engine render, custom scene
Development is continuing at a good pace and we are still set for our Q4 date to release the alpha to the Kickstarter crew. For Julys progress update, were going to touch on 3 cool things specifically --
This month, Wounds suddenly grew fangs, claws and got nasty. You can take a Wound by suffering critical hits on the battlefield or getting Downed (reaching 0 HP). If you do drag your injured friend back to the safehouse instead of leaving them, a Wounded merc will need a variable amount of time in a medical clinic -- if the Wound can be healed at all. Those Wounds that cant be healed have caused such irreparable trauma that only a full cybernetic replacement will suffice. In return, many types of cybernetics will prevent a Wound in the first place -- if a Faulty Heart is rolled on the Wound Tables and that part of you is already chrome, the Wound never takes.
Weve wrapped up our pre-alpha UI kit that includes all the core interactive elements of the game. It isnt the final visual style that will be in the game but it is clean and easy to use and is letting us build out the many complicated screens needed to make this game tick!
Another major improvement weve made in the last month is to dig back into the story metadata being authored throughout to ensure they help both new and veteran players alike. Weve now added tagging that identifies dialog choices as positive/accept, negative/deny, delaying options and a neutral color for dialog options that arent concluding choices at all, just as conversational or flavor chatter. For new players, this will provide a needed level of clarity and for veteran replayers, this provides speed of play.
In addition, while we added a Skip Dialog option early, weve now wired up the metadata to offer a TL;DR button, which skips as much of the entire interaction as possible up to the first required choice.
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