Hey all, so it's been a long time with no update. I haven't done a good job with keeping this thread or my dev blog up to date this past two months due to lots of new things going on in the personal side. Found a great new job so I'm now more of a weekend game dev warrior so the time available for this hobby went way down. Here's the change log for Embersol during these last two months.v1.1.4
-added HID gamepad support
-new "how-to-play tutorial" tutorial
-crash fixes from ui elementsv18.104.22.168
-fixed beam not disappearing at end of game warpout
-fixed hanger text overflow in tablet
-fixed capital beams graphicsv1.1.3
-New Pilot upgrades. Added thermal lance, capital nukes, proximity mines, and assault drone weapons.
-Updated particle engine
-Added health stats to bar
-Balance changes across the board
Also someone awesome over at indiedb.com thought the v1.1.3 update was good enough for the front page graphic rotation so I got a very nice bump in traffic a few weeks ago. I'll continue to keep updates coming in at the indiedb page, this thread, and the dev-blog.
So I've gotten to the point where it's time to take a hard look at the project as whole and see what direction to go from here. I could some help so if you've been keeping up with this project's development please chime in. Here's my thoughts on the game as it is. The bad:
-The game isn't very fun by yourself. Players have the most positive things to say if they are able to get into a large co-op or versus game.
-The game isn't a good smart phone game. Most people that enjoy it are playing on a pc, tablet, and/or with a gamepad.
-There's not a whole lot to do right now. There's only two types of missions. Only takes about 5 minutes to get a pilot to max level. Perma-death PVP didn't turn out quite as well as I thought.The good:
Great and easy to use multiplayer backend. A lot of time went into creating the StrikeNetwork library(UDP based online replication, completely server side authoritative, encrypted, bandwidth efficient) and the TachyonNetwork(TSL secured, scalable, MMO network library with user accounts, session management, persistence, guilds, chat rooms, in-app purchases)
-One of the only real-time action multiplayer 2D games for mobile devices. There's a couple other ones out there but from a combat point of view I'll put Embersol head to head with them any day.Roadmap:
I think at this point I can consider Embersol as it currently is as a very well done combat prototype. In terms of the metagame a complete redesign is needed. Squads, pilot progression, the galaxy map, weapons/ships, everything. The next few weekends will be mostly design work and I'll see if I can create a new thread somewhere to get some advice on where to go from here. Thanks for sticking around.*Update*
Heya everyone. The last few months have been pretty busy and once again, I haven't been able to keep this thread and others up to date as much as I wanted. The new update is finally ready after months of hard work setting up a new database and backend, new features, and more bug fixes than I can count. You can grab the details from the links at the top. Hope you guys enjoy. If you have any feedback it would be a huge help.v2.0.2
-fixed graphical issue for players using Android runtime (ART)v2.0.1
-fixed merc pilot not appearing to warp out when disconnected
-fixed Flagship health slider not being removed if killed in another zonev2.0.0
-New Research system for flagship and pilot upgrades
-Added DryDock to purchase upgrades for flagships
-New Hangar Bay for pilot upgrade purchases
-Added Tech Level system for player and enemy progression.
-New menu system. Users are always connected in-game with menu overlay.
-FTL drive and warp map to travel the solar system
-Random player discovery. Players in nearby zones will show up on the warp map for you to join.
-New Bridge menu tab with user information and in-system chat.
-Pilot leaderboards changed to weekly updates
-New database and messenging backend