We'll we've done a lot in the mean time, but we still need a (very) good plan for the lobby and install procedure as well.
But just to let you know
what we've been doing:
- Full new set of strategic icons
- Full new set of buildpics
- UI upgrade
- PBR (which was pretty difficult to get right!)
- CAS (contrast adaptive sharpen)
- We have around 30 new/remodelled units (BAR units that's weren't as good as the rest) and were retextured and some even re-animated
- Retextured all construction units
- Expanded Texture atlas with camouflage and more
- Did quite some explosion improvements
- New smoke particles
- Re-did all AA weapons effects
- Re-did and added quite a lot of sound effects
- Redesigned and animated all cursors in 4 sizes
- Added quite a lot in-game voice notifications
- Added a totally new GameMode called #scavengers
- Did quite some AI things with DAI ba, DAI stai and DAI doo's variants
- We tried Chobby/Lobby... but no real succes there
- Added low-energy icons
- Colored LUPS/Fusion balls
- Redid a lot on shield-effects
- Removed some water-based/floating unit-variants
And some
side projects like:
- Look into missions
- Build the new website
- Discussed naming/factions/lore
- Added music
- Tried to fix transport AI
- Optimized like 100 things (Floris at work!)
- Tested new config for units-type behaviour / max. slope tolerances
- Ally cursors lights/improvements
- Updated some weapons to look/feel better
- Tried all kinds of explosion effects/more "oompf" things...
- Working on Day Night Cycle
Also our new game mode called
Scavengers:
Scavengers v1 are now a fact. As a game-up-spicer and generally a supplier of more destruction and fun.
We are continuing this and we want to include a survival mechanic to it, with an actual ending (super scav boss). So it's also possible to fully go into a scavenger survival mission and (hopefully) come out victorious!
Most awesome features imo:
- live/dynamic balancing
(Which only truly worked since 1-2 days ago)
- fluid 'tech-tree' also dynamically adjusting to the players
- basebuilding based on blueprints
just looks way cooler then regular AI bases.
- easy to adjust scaling/difficulty
- many systems that cope/work in many different situations.
For each battle, map and skill-level, Scavengers should have options to spice up each game.
But in the end, we still need a proper way to let people play it as easy as possible, with the right installer and right lobby.
So if there's anyone out there, please introduce yourself on our Discord channel:
https://discord.gg/VGmrzq9