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Progress Update
I thought I'd get right to the point as this is probably what most people are wondering, and unfortunately once again I have greatly miss predicted when the update would be done. This is for many reasons, with one of the obvious ones being that I've been working on Neon Sundown a lot in the last month (as well as university), but it's not the only reason. Firstly, networking has been a huge pain to get ironed out. I've had to once again take down most of what I had previously written and start building it back up again. This is now the third time I'm having to go in and scrap a major part of the game, and although part of it is from inexperience with networking, the biggest part is that parts of the core game are still a mess. The refactor in Update 3 did solve a lot of issues with this, but I'm noticing that there are still some severe underlying problems that exist that make things such as networking and creating new content a seriously long-winded and difficult process. Now I'm sure some of you are probably wondering why this wasn't done properly in the first place, and it goes back to the fact that Vectorio was the first project I ever made in Unity. A lot of the core game was built while I was learning the ins and outs of the game engine, and so even with the U3 refactor the actual design of the game from a lower level standpoint is flawed. No matter how long or how many times I refactor the game, it's not going to fix this issue. So with that being said, I see three main options to pursue...
I think moving forward doing larger updates are not as viable for me. I'm already seeing great success with doing incremental updates with Neon Sundown using an agile development model, and so I'd like to apply that to Vectorio. I think step one is to finish refactoring Networking, and get it out ASAP so we can start getting some movement back into the game. (This would also include some of the interface redesigns you may have seen in previous posts) After that, I can incrementally bring out the rest of what was planned for Update 4, including the final version of the research system and the re-introduction of enemy outposts. In regards to when this will be, I have no idea. I'm done giving out dates for when updates will be finished. They'll be out when they're ready, and I think that's all I'm going to say from here on out when asked. Putting out specific dates stresses me out, and it's unfair to all of you who are expecting something big to drop (like today) and than nothing happens. This was definitely a mistake on my part, and so I'll use this as a learning experience and make sure it doesn't happen again in the future If you have any questions, comments, or concerns please let me know! I will do my best to respond to all of them. Thanks for reading, ~ Ben
[ 2022-03-22 22:46:35 CET ] [ Original post ]
Hello all! Today is Vectorio's one-year anniversary since launch! A lot has changed in the last year, and I can't believe how far the game has come. Unfortunately, this post is probably going to disappoint some people as I don't have much to show in terms of progress since the last update, but I still wanted to go over where the game is at, and why things are taking so long.
Where is Update 4!?
I thought I'd get right to the point as this is probably what most people are wondering, and unfortunately once again I have greatly miss predicted when the update would be done. This is for many reasons, with one of the obvious ones being that I've been working on Neon Sundown a lot in the last month (as well as university), but it's not the only reason. Firstly, networking has been a huge pain to get ironed out. I've had to once again take down most of what I had previously written and start building it back up again. This is now the third time I'm having to go in and scrap a major part of the game, and although part of it is from inexperience with networking, the biggest part is that parts of the core game are still a mess. The refactor in Update 3 did solve a lot of issues with this, but I'm noticing that there are still some severe underlying problems that exist that make things such as networking and creating new content a seriously long-winded and difficult process. Now I'm sure some of you are probably wondering why this wasn't done properly in the first place, and it goes back to the fact that Vectorio was the first project I ever made in Unity. A lot of the core game was built while I was learning the ins and outs of the game engine, and so even with the U3 refactor the actual design of the game from a lower level standpoint is flawed. No matter how long or how many times I refactor the game, it's not going to fix this issue. So with that being said, I see three main options to pursue...
- Option One) The first option is to just scrap the game and move on. This is obviously a stupid option, as I think Vectorio still has a lot of room to grow and be an extremely successful game, so this one is already automatically crossed off for me (in case anyone was worried about it)
- Option Two) Accept there's underlying issues with the game and online, and move on with content updates. This seems like an adequate option to go with, but long-term I also see this possibly causing issues, especially once the game is out of early access.
- Option Three) Refactor what I can with networking so that online is stable enough where disconnects aren't happening frequently, and then move on with content updates. Although some parts of the game will never be perfect, I feel this is the most reasonable path.
So when is the next update?
I think moving forward doing larger updates are not as viable for me. I'm already seeing great success with doing incremental updates with Neon Sundown using an agile development model, and so I'd like to apply that to Vectorio. I think step one is to finish refactoring Networking, and get it out ASAP so we can start getting some movement back into the game. (This would also include some of the interface redesigns you may have seen in previous posts) After that, I can incrementally bring out the rest of what was planned for Update 4, including the final version of the research system and the re-introduction of enemy outposts. In regards to when this will be, I have no idea. I'm done giving out dates for when updates will be finished. They'll be out when they're ready, and I think that's all I'm going to say from here on out when asked. Putting out specific dates stresses me out, and it's unfair to all of you who are expecting something big to drop (like today) and than nothing happens. This was definitely a mistake on my part, and so I'll use this as a learning experience and make sure it doesn't happen again in the future If you have any questions, comments, or concerns please let me know! I will do my best to respond to all of them. Thanks for reading, ~ Ben
[ 2022-03-22 22:46:35 CET ] [ Original post ]
Vectorio - Early Access
Ben Nichols
Developer
Ben Nichols
Publisher
2021-03-22
Release
Game News Posts:
74
🎹🖱️Keyboard + Mouse
Very Positive
(1460 reviews)
Public Linux Depots:
- Vectorio (Linux) [415.59 M]
What is Vectorio?
Vectorio is a simplistic survival base-building game where the objective is to claim resources you find around the map and use them to research new powerful weapons and technology. Use your new tech to survive, expand, and defeat all six guardians and put an end to the onslaught of enemy shapes!There's more to your base then just the defensive side though. You'll need to carefully plan out not only the design of your front line, but the logistics side of your base as well. Careful power management and building placement is essential if you want to avoid your base running out of power and getting overrun!
Join the community!
Want to help take part in Vectorio's development, and change the future of the game for everyone? Consider joining our developer run discord server! You'll be able to vote on upcoming features, test features before they get officially released, and make / contribute concepts of your own!What is in the Early Access version?
- Survival mode
Expand your base and defeat all six Guardian boss battles! - Creative mode
Build the base of your dreams and spawn in your own enemies.
What will be in the full version?
- Wave survival
Survive increasingly difficult waves of enemy shapes. - Challenge scenarios
Put your best base design layouts to the test in challenges! - Multiplayer PvE mode
Fight with other players against increasingly difficult waves! - Multiplayer PvP mode
Four corners, four players. Last one standing wins. - Unlockable skins
Give your turrets some style with unlockable cosmetics!
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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