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AI War II / Re: AI War 2 v0.752 Released! "Mathematics Milestone"
« Last post by Draco18s on Yesterday at 07:41:18 PM »
Quote
AI Progress is now tracked for factions other than players, and there's a lot of nuance that will be coming in how the AI deals with these other threats if they are neutral to you or hostile to you and the AI.  Badger has cool plans there.

Oh much love from me. I think I've been saying that that should be the case for a while now. :)
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AI War II / Re: AI War 2 v0.754 Released! "Shifting That Furniture"
« Last post by Sizzle on Yesterday at 07:35:48 PM »
Not that it makes overly much difference, but here is a +1 in favor of the move to left side.
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AI War II / AI War 2 v0.754 Released! "Shifting That Furniture"
« Last post by x4000 on Yesterday at 04:55:38 PM »
Release notes here.

Last Reminder About Giveaway

We're still running our #loveindies giveaway through the end of today.  Or really, through "whenever I remember to turn off submissions tomorrow."  Sign up to potentially get a free copy of AI War 2 or Stars Beyond Reach.  On the subject of #loveindies, would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Like most indies, we could really use the support.  Reviews make a material difference in pushing us out of the obscurity of the sludge that often surrounds indie titles on the storefront these days.

Please note that you don't have to leave a review in order to enter the giveaway; and you shouldn't leave a good review if you don't think good things.  Reviews don't help your chances in the giveaway, blah blah blah let's just clearly keep things ethical.

About This Release

Okay!  Now on to the actual business at hand.

  • There are a couple of bugfixes in here, although nothing really groundbreaking.  Not a whole lot of content on that front, but some good bits.

  • The main planet view GUI itself has been HUGELY rearranged in order to be more usable and to block less of your view.


Regarding the new planet view GUI changes, one of the things I want to remind you is that it will definitely feel awkward at first if you've been playing the game and got used to the sidebar being on the right.  And, to head off any potential controversy: yes, if people really freak out about this, we'll change it back.



THAT said, having this on the left actually makes a lot more sense, as has been pointed out to me recently.  Your eyes have to do less work, the overall interface reads in a more sensible order, and so on.  I'll be honest that I'm still getting used to it, myself (it's been all of a couple of hours for me that this has been on the left, and none of that was really playing the game, just testing the gui).  It feels strange, as all change does.

My guess, though, is that if someone comes to the game cold, they'll not find it strange at all, and it's demonstrably more convenient in its proximity to the tooltips and general eye gaze.

Less controversially, the top bar has been ergonomically compressed in a helpful way, the ships sidebar lost some elements that were unused or just plain cluttery, and the concept of a galaxy map minimap is something that I'm discarding because frankly I don't have time to do it while polishing everything else, and it takes up too much space.  It doesn't feel needed.

Overall, your view of the screen is now a lot better, and you can always tell what planet you are at easier, too.  Even if we move the sidebar back to the right, those other bits were a win.  Oh --and regarding the sidebar, I've figured out a new sizing technique for it that is going to be key in some of the lobby work I have planned, too.  So that's really really good.

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Enjoy!

Chris
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AI War II / Re: AI War 2 v0.752 Released! "Mathematics Milestone"
« Last post by Sounds on July 19, 2018, 10:42:54 PM »
Swamped with my own project at the moment, but managed to take a peek a moment ago. It is starting to look good now.  8)

The big exception is the lobby and map. It is still plain awful to look at use. However I do recall you saying that its on your list to work on. Fingers crossed it gets the needed TLC it requires too. :)
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AI War II / Re: AI War 2 v0.752 Released! "Mathematics Milestone"
« Last post by Toranth on July 19, 2018, 08:00:21 PM »
I dunno.  Exos tend to have splash damage, and I don't think I want to be standing nearby when one comes through.


Aw, who am I kidding.  That'll be awesome.
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AI War II / Re: AI War 2 v0.752 Released! "Mathematics Milestone"
« Last post by BadgerBadger on July 19, 2018, 07:52:18 PM »
I am looking forward to the AI getting to send waves and Exos against other factions in game. It would be a such shame if your fleet got caught in the crossfire!
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AI War II / AI War 2 v0.752 Released! "Mathematics Milestone"
« Last post by x4000 on July 19, 2018, 05:13:54 PM »
Release notes here.

First note: we're still running our #loveindies giveaway through the end of tomorrow.  Sign up to potentially get a free copy of AI War 2 or Stars Beyond Reach.  On the subject of #loveindies, would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Like most indies, we could really use the support.  Reviews make a material difference in pushing us out of the obscurity of the sludge that often surrounds indie titles on the storefront these days.  Please note that you don't have to leave a review in order to enter the giveaway; and you shouldn't leave a good review if you don't think good things.  Reviews don't help your chances in the giveaway, blah blah blah let's just clearly keep things ethical.

Okay!  Now about this release of AI War 2. :)

  • FINALLY, oh goodness finally, I've got ships translated over to using DrawMeshInstanced and thus running way more efficiently.  This has been on my todo list for TWO YEARS at this point.  Last week I got the shots, this week the ships.  I'm super stoked!

  • There are some other performance improvements here, and some various visual improvements related to these, too.

  • Badger made it so that you can tune the allegiances of the Devourer, Macrophage, and Nanocaust from the lobby.  So many possibilities with this one!  On the extreme silly end, you can basically have a game where the Borg and Unicron go do all the fighting for you while you hang back, if you just want to watch a simulation you barely take part in.

  • AI Progress is now tracked for factions other than players, and there's a lot of nuance that will be coming in how the AI deals with these other threats if they are neutral to you or hostile to you and the AI.  Badger has cool plans there.

  • Dealing with remains rebuilders and engineers is now a lot better when in the midst of battle, since they no longer die to remains.

  • Seventeen metric tons of bugfixes.  More to come.


Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Enjoy!

Chris
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Off Topic / Re: Arcen #loveindies Giveaway!
« Last post by x4000 on July 18, 2018, 09:48:05 AM »
Ack, sorry for any confusion -- it's the same thing as in the kickstarter. It's an as-is version of the game's various alpha versions. However if we ever do resume development then it will have all those new versions and the final version as well. So it's not "just" the alphas... but in another sense it is. Currently no plans to resume on the project, but you never know what the future holds.
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Astro trains are more likely to give Golems to the AI. Shields are not very intimidating.
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Off Topic / Re: Arcen #loveindies Giveaway!
« Last post by garpu on July 17, 2018, 10:09:26 PM »
Cool!  Does this mean y'all got your mojo back with Stars Beyond Reach? :)
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