Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

July 7, 2015

Interplanetary Development Update and AI Speed Patch



Greetings, Interplanetarists! Team Jolly Roger here, with another little patch that should greatly increase the joy of demolishing AIs. Also, we'd like to give you a quick update on Interplanetary's state, the pace of future updates and such. Let's get right on it!

AI Speed Up!

As some of you have pointed out, the AI can sometimes take its sweet time calculating attacks. The more AI players and the higher the difficulty, the longer it takes.

To alleviate the frustration, we've made changes that should make turn processing much faster. The AIs now start their calculations already during the player's turn, which in the ideal situation can make turns lightning fast! This is something that people on our forums have suggested, and while we initially had to keep it simple, this is obviously the better way to do things.

My God, it's full of AIs!

On top of that, we have some little tweaks, but nothing massive.

Interplanetary Patch 1.0.6378
  • AI performance optimizations
  • Minor Load Game performance optimizations
  • Fixed typos on Event Log
For previous changelogs, head for the forums.

Situation Report

Overall, Interplanetary 1.0 launch went quite well! We got a nice burst of new players and the added features were well received. Having given it a little time, we determined that the launch was indeed successful enough for us to continue updating the game, but not quite on the scale we originally thought we might. All promised features are still planned, but the timeline had to be expanded. Of course, possible fixes of all sorts take priority over features.

Some new issues were discovered, as is customary when releasing a game, but we did and are doing our best to handle them. The most persistent and serious problems have had to do with the game getting stuck on turn processing. There have been different reasons that have caused this to happen: networking problems, AI issues or just unrelated bugs causing the game get confused.

Not this one, though! Flying buildings were harmless fun.

While we've done our best to try and eliminate as many of these problems as possible, we've wanted to also add two fail-safe features: Reconnect and Online Saving. Both features have been promised multiple times and reconnect was technically ready when we discovered a huge problem. The system, as it's currently made, works, but it is very slow. In common cases, reconnecting to a match can take over 10 minutes, which brings the match to a halt for all players. 

Needless to say, this doesn't work. Not only is it possible to accidentally get the game stuck, but this feature would also be very easy to abuse. Since Online Saving is part of this system, we've had to push back both features. Sincere apologies for the inconvenience! The features are still coming, but we've passed our internal deadline for them, so their programmers have to move on to different tasks. We can't say exactly when it will be possible for us to patch in reconnect and online saves, but it will be a while.

Basically, the pace of updates won't be what it was during Interplanetary's Early Access run. Even though many of us need to switch to other tasks, we will still keep a close eye on the forums and use every possible chance to continue work on the planned features. There's still a nice big list of goodies planned!

If you have any questions, concerns or bug reports, the forum is a pretty good place to find us! You can also find us on Facebook and Twitter or just shoot a traditional email to info@teamjollyroger.com. Another nice way to keep updated on the development is to join our mailing list at www.interplanetarygame.com.

Keep on blasting!

August 1, 2014

Interplanetary Update #6: Building Upgrades



Once again, we a delivering a fresh Interplanetary update with some new and interesting stuff. Nevermind the shortness of the changelog, it's pure business! Let's look into it.

What's New?

Good news for all of those sick and tired of waiting for long turn-processing. With the latest action phase optimization, turn-processing should go a lot faster! Down with the waiting!

To add some depth to the building phase, we are introducing a Building Upgrade Mechanic. This is what all that tweaking in the last update was building up towards.

Each structure now has two upgrade slots on their info window. Clicking on them allows you to buy upgrades that will boost the stats of the building. Want some more "oomph" to your railgun? Buy some damage boosts or AOE upgrades!

Be careful, though; once you fill the upgrade slots, you won't be able to add any more upgrades to that building or delete the ones you've added. Specialize accordingly.




For starters, there will only be a couple of basic upgrades available and just two slots for each for each structure, so play around with them and let us know what you think! We'll be waiting for your suggestions for future upgrades or system changes. The upgrades will get more diverse further on and most of them will be tied to the tech-tree.

Interplanetary Version 0.6.4390_EAC_6.5


  • Building Upgrade mechanics added
  • Turn-Processing time greatly improved


That's about it for this time! Check out the update and don't forget to let us know what you think.

As for the Whack-a-Dev, everything so far seems to be on schedule and you can expect it on August 9th, 6pm GMT/11am PDT. In the meantime you can learn to use the new upgrades efficiently and blast us into oblivion when the time comes! Looking forward to it!

Interplanetary is available on Steam Early Access

July 11, 2014

Interplanetary Update #5: Loads of Data

Featuring a cameo appearance by everyone's favorite blue sun.
Once again, it's time to send a new update out into the big world. Good luck out there, try not to break down immediately! Like that ever happens, heh...

Features

This time we've updated in a couple of small features that serve as a base for something a bit bigger that's coming in the future.


First we have a new window for interacting with buildings. When clicking on a building, you'll now be greeted with a lot more info than previously. The functionality remains the same currently, but you can now easily see the numerical values of building health, visibility and production, for example. Makes it a bit easier to utilize advanced strategies.

If that's not enough data for you, we're now introducing the Interplanetary Codex. It's an ever-growing in-game database of all things Interplanetary. You'll be able to use it to dig deep into building stats, for example, or just read about the real life functionality of railguns. More entries will be coming with time, so stay on the lookout!

Since we're opening the hood a little bit and letting you in on the number crunching, feel free to comment on any values that you feel should be different. We obviously appreciate outside opinions; why be in Early Access otherwise?
                       
Aah, more reasons to showcase the awesome 2D art.
These are the main features introduced in the update, but there are still plenty of smaller things and tweaks in there. Check out the changelog for more!

Interplanetary Version 0.5.4183_EAC_6
  • Codex
  • New Building Window
  • Misleading city lights removed from planet surface
  • Balance changes
    • Railgun damage increased
    • Asteroid Diversion damage increased
    • Weapon targeting angles decreased
    • Projectile minimum targeting velocity decreased
    • Planet speeds increased
    • Non-player planet sizes increased
    • Solar Laser distance from the sun decreased and standardized
    • Missile homing range decreased
    • Kinetic Defense range decreased
    • Shield Defense range slightly decreased
    • Mine visibility decreased
    • Defense visibility decreased
    • Science requirement for some technologies increased
    • Build Energy costs increased for Mines, Defenses and Intel buildings
In Other News


You remember Whack-a-Dev, right? That's the event where members of Team Jolly Roger host games of Interplanetary and duke it out against the players. This Saturday we're changing it up a little bit with a surprise guest: the Interplanetary AI! We're letting the players to have a little sneak peek, by letting the AI do the battling for us, under our supervision.

Do note that the AI is still early in development and this is its first time in real action. The final implementation of the feature is still far away. Check out the Steam Announcement for more info!



May 16, 2014

Interplanetary Update: Pretty Things and Other Tweaks

Looks pretty dry, but it's full of interesting landscapes!

Here we go with another Interplanetary update! This time we're focusing more on graphical details, but there are some small, hopefully interesting, balance adjustments there also.


What's New?

Let's get right into it, shall we? Here's the rough changelog for this week's update:


Interplanetary Version 0.2.3983_eac3
  • New Planet Texture
    • New player planet added: The Shredded Dune
  • Explosions!
    • Redone explosions for "normal" weapons to be more visible from far away and prettier to look up close.
    • Different color smoke for shots that land in water.
  • Sun Graphical Improvements
  • Various New Particle Effects
  • Keyboard Zoom Added
    • "E" and "Q" can be used to zoom in and out
  • Balance Tweaks
    • Damage increased for Missile, Laser and Solar Laser
    • Damage reduced for Railgun and Asteroid Diversion
    • Firing cost reduced for Missiles and Lasers
    • Activation cost increased for Shield Defense
    • Accuracy and range increased for Kinetic Defense
    • Build cost decreased for Kinetic Defense
    • Build and firing costs increased for Superweapons
    • Science cost increased for Superweapons
    • Population boost increased for "Arcologies" tech.
    • Planet material drain decreased
This should help a bit...

Whack-a-Dev Part II

Along with the update, as usual, we've scheduled a "Whack-a-Dev" Day for this Saturday!

On Saturday May 17th, starting from 3:00pm GMT/8:00am PDT, we will be hosting games to challenge you in the craft of interplanetary warfare! Here's what we have planned for you this time:

  • Whack the devs!
    • Now's your chance to prove your superiority! Beat the devs at their own game and become a folk hero!
  • Steam Key giveaways!
    • We'll be tweeting Steam Keys for Interplanetary every time someone manages to beat one of us! 
  • Streamers!
    • Enter Elysium and Rushlock will be joining us this Saturday to stream some of their matches. You can either join the streams to spectate or play the game and get the chance to appear there yourself.
  • Socialize with the community!
...but sometimes railgun just doesn't care.

Hopefully you can all join us to blast those planets into oblivion! This will also be a great chance to try out some of the new tweaks in the game and see how they affect your general strategy.

May 2, 2014

Interplanetary Update: In-Game Chat


Here it is, the first proper feature update to Interplanetary! The main feature this time is something that's been requested a lot.

Update #1: In-Game Chat

As you may have guessed already, that feature is the much requested in-game chat. Now you can also bash your enemies verbally! Do try to behave, though.

An example of friendly, proper behavior.

Here's the full changelog for the update:

Interplanetary Version 0.1.3960

  • In-game chat
  • Indicators to show which players have ended their turns
  • Building unlocks in Techtree now have simple descriptions
  • Added a simple reminder when trying to end turn with no active research
  • New player planet texture: Jungle
  • Small changes to UI graphics
  • Changed the version number scheme

Have fun cursing your opponents to oblivion (but seriously, avoid nasty words, there could be kids playing!) Also, don't forget to take part in our first "Whack-a-Dev" this Saturday. It'll be the true baptism by fire for the chat system!

May 1, 2014

Interplanetary Whack-a-Dev Days and Update Info


Hey, everyone! Having fun with Interplanetary?

Since the game is currently multiplayer only, it needs a strong community to stay alive and well. To help bring all the players together, we've planned something we hope everyone is happy to take part in.

Interplanetary Whack-a-Dev Day!

Fanfare! Starting this Saturday at 3:00pm GMT, we're kicking off the first Interplanetary Whack-a-Dev Day. We're planning on making this a semi-regular event, timing it with new updates to the game. Here's what we have planned for this Saturday:

  • Whack the devs!
    • Team Jolly Roger will be hosting games of Interplanetary! If you have a beef with any of the devs, now's the time to get out there and break their planets!
  • Steam Key giveaways!
    • We'll be tweeting Steam Keys for Interplanetary every time someone manages to beat one of us!
  • Screenshot Competition!
    • Share screenshots to Interplanetary's community hub, with the text "Whack-a-Dev" in their description. The one with the highest voted screenshot at the end of the day wins a little prize.
  • Streaming!
    • Enter Elysium and Rushlock will be joining us this Saturday to stream some of their matches. You can either join the streams to spectate or play the game and get the chance to appear there yourself.
With screenshots like this, we have high hopes for the competition!

In Other News: Patches and Updates

As you may have noticed, we released an online connectivity patch for Interplanetary this Tuesday. If you previously had some problems connecting to other players, they should hopefully be fixed now. Here's a proper changelog of the major things in the patch:

Interplanetary Version 0.0.3922
  • Online connections more stable 
    • UPnP settings added 
    • Port selection option added
  • Passwords added to online games 
  • Defeated players' orbits are now greyed out 
  • Minor fixes to the tutorial
We're also planning on giving Interplanetary a proper feature update this Friday. Among the features we're hoping to add is in-game chat, a popular request by the players. 

Hopefully, we can finish implementing the chat until Friday so you can also bash us devs verbally, if you want! Hopefully, you don't want to.

March 18, 2014

Interplanetary Alpha Update: New Features


It's finally here: a huge alpha update, full of interesting new features and fixes to test drive! Might also be the final alpha update that will be available with a code, if there are no massive issues with it. We're steadily rolling out towards the beta version and we have something different in store for that.

Anyways, here's a little list of all the major features in this one:

  • Intel Mechanics
    • You now need to build Intelligence structures to be able to see your enemy's structures; however it's also possible to hide your activity by building counter intelligence structures.
  • Tech Tree
    • An experimental, simplified tech tree lets you unlock buildings and gain additional bonuses.
  • Construction Yards
    • Structures are now functional only the turn after they're placed on the map.
  • Ruins
    • Destroyed buildings leave behind ruins
  • Networking Fixes
    • Better stability for matches with more than two players

Unfortunately, online play still doesn't work properly for people using a mobile connection, but we're working on fixing that for later. 

The update can be downloaded for Windows, Mac or Linux from interplanetarygame.com using the alpha code. If you don't have a code, you can ping us at Facebook or Twitter and we'll get you one.