XaiJu
y.v.
y.v.

patreon


Dev Log V 0.4 - 31.03.

Hi,

today I completed the GUI for space combat, made the first batch of enemy icons and some mechanics. Integration of combat about 80% done.

There is probably much more to be added tactically, but I'll try how the basic functionality works out the next few days...

y.v.

Dev Log V 0.4 - 31.03. Dev Log V 0.4 - 31.03.

Comments

Hi. Thank for that information. Guess I was ahead of myself, lol. :)

Steve Knox

Weapons and shields are not in V0.4. they will be in V0.5 and also explained in the walkthrough for V0.5. The cheat codes you enter on the command line (SHIFT-O ingame). Exit the command line with "exit" and ENTER. Save your game before because if you screw up some codes you may gimp your game status.

y.v.

Hi YV. First off, I like the game, not too bad. 2nd, how the heck do you get the weapons and shields??? This is the first time playing this game, and for the life of me, I keep getting lost when trying to figure some things out. There are no hints in the walkthrough, so it's a bit frustrating. Also, where the heck do you enter the cheat codes? (Not that I will use them...er, maybe?) Thanks!

Steve Knox

That feature will be in V0.5 already

y.v.

Bots, Will we get a chance to save our bots? i.e. Send them trough the portal? (V0.6??)

Ahchi Cappleman

Probably needs some iterations until the flow works. Wanted some manoeuvring and chasing on the hex field, so thats why at the moment the moves are not limited but immediately countered by mob moves.

y.v.

Systemwise I kept that separately. It is not regarded as a weapon by the combat interface. Looks a bit too similar, though.

y.v.

The cargo isnt damaged, just some subunits and maybe subsystems to replace

y.v.

Ooooo. Obliterated. It'd suck to lose all my bots.

Auburn Zero

It sounds awesome. I'm looking forward to trying it. I've been wondering, though, can the mining laser be used as a weapon at all? I mean, it IS a destructive beam of energy.

Auburn Zero

You can always add an Xcom approach of two moves per turn. Attack and move, or move and then attack.

Ryuke

Ah, I missed that the enemies move at the same time as the player. That sounds like a pretty unique and interesting system.

Rusik Robochevsky

Yeah, still have to try that. As the enemy also moves when you move there's one tactical response. Also, it could be used tactically like: move out of cover, fire, return to cover, end turn. Still, I might try a version with movement cost anyway, as most round based games do.

y.v.

If movement is unlimited and unrestricted, there's not much point in having movement at all. I hope you can find some way to make movement tactically interesting!

Rusik Robochevsky

I think the more simple the best. 🙂 I’m not good to follow lots of rules at once.

EdgPer

I have to try out what works best. Currently you can move around endlessly when its your turn (but mobs also move after any of your moves). Only shooting or repairing will cost you AP. Once you used up your 2-5 AP (depending on engine level) all the enemies take turns firing. And, if you dont want to use your ap (for example if you're hiding) you can end your turn prematurely and forfeit your AP

y.v.

In combat will we be able to defer our movement until after the enemy/s has moved?

Ahchi Cappleman


More Creators