XaiJu
Shattered Pixel
Shattered Pixel

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Getting Back on Track | Patreon Weekly #124

Hey Patrons!

Firstly, two things:

Sorry for the continued delays on these weeklies, and on v1.1.0’s development. Things have been a bit hectic lately with moving, Roguelike Celebration, and getting a plan together for the game’s Steam release. I’m hoping that starting this week things will get back to a somewhat normal schedule, and we’ll be having regular weeklies on Mondays again, along with progress on v1.1.0. For this weekly there’s a bit more info about for the PC version, and Patreon Pins.

PC Poll Results

Roguelike Celebration 2021, and the Steam feature that came along with it, have now passed. If you missed my talk, a specific video of it will be uploaded soon, but you can also view it on the stream VOD here.

The conference having a steam sale associated with it is the big reason why I decided to get a Steam listing up so far in advance of the release, and so it far it seems to have paid off! Shattered has just about 6,000 wishlists on Steam right now, which is a spectacular start, and quite comparable to the userbase I was seeing in the iOS testflight (if we assume that roughly 1/3 wishlists turn into a purchase). Over the next few months I’ll be working on those PC features so that the game can actually be released!

As for how those features will be prioritised, here are the results of Patreon Poll #22:
Hotbar Functionality:              75%
Inventory in Main UI:                72%
Mouse Hover & Right-Click: 61%
More Details in Main UI:          50%
Full Keyboard Support:           50%
Controller Support:                  18%

There’s a clear demand for better interaction and inventory management here, so that will be the primary focus of initial development. As mentioned before, I’ll need to get native executables and proper UI sizing worked out first, but after that I’ll get right onto expanding inventory and quickslot functionality in the main UI. Following that I’ll work on these items roughly in order of priority.

Controller support in particular had quite a weak showing. I still think it’s important, but I’ll be prioritizing other things, and so the initial Steam release will likely only have partial controller support, such as mapping inputs to game actions like with keyboard keys. In the future I may do things like have custom UIs that take advantage of analog sticks and a controller’s more limited button layout.

Pin Progress

A quick update on pins as well, they are now shipping to me! I expect they will arrive sometime next week, so hopefully in November I’ll be able to show them off to you and start working out the logistics of actually shipping them to you. I expect I’ll be buying more than a few rolls of stamps.


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