Merry Christmas!
Hello all,
This is a concise update about the current progress in creation of M.O.R.E. The time schedule is tight to meet the project milestones planned by the end of the year to keep us on track for a playable Alpha soon.
As you know we are focusing our strengths to finish a playable version of M.O.R.E. as soon as possible. Due to that we were working on polishing game and adding neccessary features. A full list of bug fixes would be too large to write, but here are few examples of what has been fixed:
- very rare fleet orbiting errors causing game to crash
- splitting fleets bug
- chasing enemy fleets bug
- bug while zooming space object on info screen
- bug while chasing enemy fleets scanning ended up with a loss of contact with enemy fleet
- and many many more...
Since the last update, the first big item to disclose is
the space fleet detection system. Depending on fleet "noise" (more like radiation from engines powering starships than actual sound waves) and your scanners strength, enemy fleets will be discovered in close or long range. When we've finished the enemy fleet detection system, we moved to create battle detections. Those battles can occur in deep space, in star system, near pulsar, blackhole or wormhole... or
deep space stations. Yes, this was one of our objectives from the second kickstarter campaign. A decent amount of work was done with deep space stations, which now are new additions to our galaxy map.
With all those detected battles, we need to create
battle selection system as we didn't want that some players in big multiplayer games to have to wait an extended period of time for his battle or next turn - while other players are fighting. So we've decided to add a game setting where you can chose which battle option you want to play. For this option it will be possible to choose:
- play all battles manually (in Single Player, or in Multi when you are playing with only 1-2 friends, and you can wait for all battles to be played)
- play only one battle manually, other battles are automatic (in Multi, where there are 3 or more players). This will allow you to oversee the most important key battle for a turn while not creating a big time delay for other players.
- all battles are automatic (in Multi, when you want to focus only on the higher level strategy of the game)
This will probably stay this way to account for game time balance, but You can tell us what you think and vote (if you are in Kickstarter Voting Group). You can find more details about this here:
http://morethegame.com/forum/viewtopic.php?f=9&t=772
With detected multiple battles among many players it was required to determine
battle order list. This depends on Fleet warp speed if battle occurs in deep space, or normal speed (thrusters) when battle occurs in space system, around wormhole, space station etc. After determining battle order, we have to
determine targets for all fleets. This is only short description of task we were facing. There was a lot more work with battles, but almost all is ready. The only thing which needs to be done is to connect this selection system, with previously created automated battle system. We plan to do this by the end of this year.
Also we've
upgraded some sections of our game economy and "next turn" procedure, preparing some parts of it for multiplayer games. All those upgrades forced us to work on some parts of AI. And yes - in the last month, we were also working on
some AI procedures.
Beside some internal methods invisible for player, we've done also some visible features. For example we've upgraded some galaxy prefabs (blackholes, pulsars, wormholes) and created new (deep space stations). With those we need to adjust other parts of game like: orbit camera, filter space objects, move camera to object, showing GUI label name, showing objects info, zoom camera, flying through wormhole etc. It may sounds a little bit enigmatic, but
all these little things need to be done before Alpha. The next thing which we've done is upgrading first encounter screen, but on this section we will be still working hard in the upcoming weeks.
New features require new 2D graphics, 3D models, music and SFX files. Our team members are creating them.
As you can see we've done huge work in the last month and we are much closer to playable tests. We will be spending last days of 2015 on polishing game, connecting battle detection and auto battle systems. The beggining of 2016 will be focused on multiplayer economy and network layers, and hopefully soon we will starts our playable tests.
There are also some other news from M.O.R.E. for example our website have been also slightly upgraded. Now we are working on new administrator panel and new private websites for players. Also you've decided which races will be present in Alpha. We are pleased to announce that they are:
- Terrans (Humans)
- Brutas
- Mechimerans
- Zientzielari
Those races are good representative for Alpha, as they are quite standard races. Brutas are pure warriors, Mechimerans are dangerous cyborgs and Zinetzielari are in love with science, so everyone should find a race for most play styles. Also very close to get into Alpha was Arranos, Myrmecians and Proteans races. Right now there is new poll where you can decide about our warp speed scale type. You can read more and vote on this topic here:
http://morethegame.com/forum/viewtopic.php?f=9&t=789
Also we need a naming scheme for wormholes. If you have any ideas for a workable naming convention, please check this link:
http://morethegame.com/forum/viewtopic.php?f=14&t=788
That's it for now, but we hope that next update will be sooner and will bring you even more exciting news. Also we wish all our supporters Merry Christmas and Happy New Year for 2016.
Idea-L-Center Team.