- Joined
- Jan 28, 2011
- Messages
- 99,592
Tags: Colony Ship: A Post-Earth Role Playing Game; Iron Tower Studio; Vince D. Weller
The Colony Ship combat demo has taken a bit longer to finalize than Iron Tower hoped for, mainly due to issues with getting armor to appear on characters properly as well as a lack of portraits. For that reason, this month's development update is very similar to the previous one - a progress report and a batch of screenshots. The most visible new feature of the game's latest build is a mouseover targeting info display.
We made good progress with things that matter (but hard to show) like programming, balance, and scripting but poor progress with relatively minor but highly visible things like armor models and portraits. As (probably) mentioned previously, the demo is fully playable and has 14 fights, 2 of them optional. We're still playing it on a daily basis, ironman-style as there's no save/load system yet, so the demo has already received 2 balance updates as a result. The engine is great and very stable. I didn't have a single crash yet (despite daily updates); there were some occasional freezes earlier (for example, if one enemy knocks you out and his helpful buddy shoots in the face, scoring a knockdown) but I didn't have any in my last 2-hour long play session.
The feats are now working and two gadgets out of three are done (the energy shield and the distortion field). All gadget parts (each gadget consists of 3 upgradeable parts that increase its properties such as shield's regen rate or damage resistance) are nicely modeled and textured. The main new addition is the targeting info (see the screens below). It gives you a full THC breakdown, which will help the player to understand how it's calculated and helps us make sure that bonuses and penalties are implemented properly. RNG is working great, so far the balance between hits and misses is perfect.
So far the armor thing (the delay) is our biggest problem, which is a good indicator as I can think of worse things to screw up. It's slowly moving forward, so I hope that we'll have it done in 3 weeks. Similar to the weapons, the armor is split into 2 main categories: common Ship-made ballistic armor and rare Earth-made combat and anti-riot armor. You can expect 10 unique models for each category: helmet, body armor, jacket/coat, boots, goggles, mask/respirator. Right now we have about a third (talking about the models).
PS. We'd appreciate if you take a moment to click on that big follow button here:
https://store.steampowered.com/developer/irontowerstudio
The wait continues. Check out the full update for a few details about the combat scenario showcased in the screenshots.
The Colony Ship combat demo has taken a bit longer to finalize than Iron Tower hoped for, mainly due to issues with getting armor to appear on characters properly as well as a lack of portraits. For that reason, this month's development update is very similar to the previous one - a progress report and a batch of screenshots. The most visible new feature of the game's latest build is a mouseover targeting info display.
We made good progress with things that matter (but hard to show) like programming, balance, and scripting but poor progress with relatively minor but highly visible things like armor models and portraits. As (probably) mentioned previously, the demo is fully playable and has 14 fights, 2 of them optional. We're still playing it on a daily basis, ironman-style as there's no save/load system yet, so the demo has already received 2 balance updates as a result. The engine is great and very stable. I didn't have a single crash yet (despite daily updates); there were some occasional freezes earlier (for example, if one enemy knocks you out and his helpful buddy shoots in the face, scoring a knockdown) but I didn't have any in my last 2-hour long play session.
The feats are now working and two gadgets out of three are done (the energy shield and the distortion field). All gadget parts (each gadget consists of 3 upgradeable parts that increase its properties such as shield's regen rate or damage resistance) are nicely modeled and textured. The main new addition is the targeting info (see the screens below). It gives you a full THC breakdown, which will help the player to understand how it's calculated and helps us make sure that bonuses and penalties are implemented properly. RNG is working great, so far the balance between hits and misses is perfect.
So far the armor thing (the delay) is our biggest problem, which is a good indicator as I can think of worse things to screw up. It's slowly moving forward, so I hope that we'll have it done in 3 weeks. Similar to the weapons, the armor is split into 2 main categories: common Ship-made ballistic armor and rare Earth-made combat and anti-riot armor. You can expect 10 unique models for each category: helmet, body armor, jacket/coat, boots, goggles, mask/respirator. Right now we have about a third (talking about the models).
PS. We'd appreciate if you take a moment to click on that big follow button here:
https://store.steampowered.com/developer/irontowerstudio