Showing posts with label Artillery Game. Show all posts
Showing posts with label Artillery Game. Show all posts

August 2, 2017

Interplanetary: Enhanced Edition is Out Now!



 Surprise! The shiny new Interplanetary: Enhanced Edition is available on Steam right now!

What’s New

As we have announced earlier this summer, this is a massive update for Interplanetary. So massive, that, in fact, it is its own game. Essentially, this new version is a re-build of the entire game for the sake of making it more stable, as well as better sounding and looking. It’s still the same old Interplanetary deep down, but better.

As we are taking Interplanetary to the new level, we are also expanding the geography of our community. In this version we are introducing localization into German language. More languages coming soon!

The update also includes a bunch of new features, some of which had been much requested in the last couple of years, like Online AI Bots, Reconnect and new weapons. Find the full changelog in our dedicated Steam forum thread.


How To Get the Enhanced Edition

So, how do you get a hold of a copy? If you already own the original Interplanetary, then it’s all good. The Enhanced Edition should be waiting for you in your Steam library now. Find it and get to installing.

If you don’t own a copy of the original game, you can purchase the Enhanced Edition through its separate Steam page. The initial version of the game is also included in the new version and should appear in your library automatically if you purchase the Enhanced Edition.

What Happens to the Original

The original Interplanetary will no longer be on sale as a separate package. However, for the time being, the store page and the community hub will remain open.

The Future

Though the Enhanced Edition is, in a way, completing Interplanetary, it is not absolutely final as is. Rebuilding a game from scratch hasn’t been smooth sailing, as expected. While we’ve bulldozed over most old bugs, completely new issues have periodically risen. As a matter of fact, we’re already hammering away at some upcoming fixes and we’re prepared to keep working at it for as long as we can. Please bear with us through the initial roughness.

For future patching, it’s essential that you give us feedback on your game experience. As usual, the community forum is the ideal place for that. The Enhanced Edition does have its own forum already, so join the new discussions and be excellent to each other!

Also, you can reach us on Twitter and Facebook.

Our very next feature update will see the light in just a few days and it will include localizations into several more languages: French, Spanish, Russian and Simplified Chinese.

Happy blasting!
 

December 18, 2015

Inside Interplanetary: The Remains of the Year


Ho ho ho! The jolliest holiday greetings from Team Jolly Roger! Hope you've been well, our dear Interplanetarists, and everyone else interested in our misadventures in game development!

It's been a while since we've been actively putting out status updates, blog posts and such. But now, right before we set out for a quick Christmas holiday, would be the perfect time to quickly go through what's going on over here and write about our general thoughts on the passing year.

Interplanetary Musings and Thoughts for the Future

And so it began.

May 12th 2015, we released our first big PC game, Interplanetary, on Steam after a year of open development on Early Access. It was a roller-coaster of fun and horror, as these things tend to be! In the end, everything went much better than expected, a lot of which is thanks to the enthusiastic and warm reception of the game. You guys are the best!

That said, not all the features we planned made it to Interplanetary. As most developers nowadays, we didn't simply throw the game out there and were done with it, but had great plans of supporting Interplanetary by fixing things, adding things, balancing things... Maybe even a bit too great, it turned out.

Some bumps on road to release caused a lot of trouble with our subsequent support of the game. Shortly, we discovered some difficult online networking problems affecting some of the players around the launch time. You can read more about it in our July status update. We had to push back the bigger, funner features on the list and concentrate fully on critical fixes. We even put on hold some of our regular events, such as Whack-a-Dev's, until it was certain that no player would lose progress over a networking hitch. But, as it turned out, fixing the networking problem would require diving deep into the roots of the game, re-writing the code extensively; and the schedule was tight.

With all the patches and trouble, we blew through the time we wished to spend on more interesting things. Eventually, most of the team needed to move on to different work-for-hire-projects, thus, having to leave Interplanetary support to the background, which was quite disappointing for all of us.

Now, although we're heavily occupied by other work and can't give you any sort of sensible timeline yet, we are looking forward to continuing to support Interplanetary once we are able. We do eavesdrop on the community all the time and are very grateful to the players, who are still sending us excellent feedback!

tl;dr
Things didn't always go as planned and we ran out of time. Now we're really busy with other work. We want to update Interplanetary, but don't know when it's possible. Hopefully soon!


Of course, it wasn't all pain and disappointment. After all, Interplanetary was our first significant project and, as tough as it was at times, it let us learn a great deal of things. Not to mention the confidence we found in the friendly reactions from the critics (even got to appear in printed press!) and eager participation of the community - great morale booster!

Interplanetary in print. Next to Farming Simulator 15, no less!


Speaking of morale boosters, even though enthusiastic players are the best prize any game developer could ever ask for, getting an actual award also feels pretty great. And that's how it felt to win Nordic Game Indie Sensation Award last May in Malmö, Sweden! Unexpected and absolutely overwhelming, such recognition from peers, only days after the release gave us the strength to go on and the public attention to get Interplanetary noticed by new audiences.

The conference was fun and we got a hefty souvenir to take home, too.

Aside from the Nordic Game Conference, we got to tour inside Finland and all across Europe, showing off Interplanetary and meeting some of you guys! Among the events we got to attend in 2015 are:  Paris Game Connection, Slush in Helsinki and Unite Europe in Amsterdam. Pretty out there, huh?

 To round up:

Patches released: 6
Events attended: 11
Coffee packs consumed: Countless.


Yeah, quite a busy year! It's been mostly behind the scenes, out of the public eye, working on secret projects and such. Makes for a kind of a boring retrospective when we can't talk much about the things we're been working on, but we hope we've been nicely transparent and answered some questions.

Thank You For Your Patience!

And now it's time for us to take a little Christmas break. We'll be back in business early next year. Enjoy your respective holidays, everyone! Take it easy, play lots of games and we'll see you again soon!

May the Blast be with you!

May 12, 2015

Interplanetary Released!



This is it! Interplanetary has spread its wings and left the cozy Early Access nest!

It's been quite a journey. Back in 2013, when we first started active development, we were still working from school, with no idea what would be in store for us. Our first alpha testing campaign, with a homemade key code system, was really the first thing that started drawing large scale attention to the game. This is where the ride started to get wild: the founding of our own company TJR Games, our Steam Greenlight adventure, Early Access release, development, development, development!

That's what two years of hard work and coffee abuse can do.

Now, we can finally say that Interplanetary has reached the point we determined to be "1.0", in the early days of development. It's actually more, since the ideas have expanded and our stay in Early Access gave us the chance to develop the game more towards the direction the players wanted.

Like we said before, we will keep supporting the game with patches and updates, as needed. There are even a couple of bigger features that we promised at various times, but which couldn't make it to the launch. Features, such as online save games, online AI bots, ranked matches, LAN game and the third superweapon, will be added in a later update.

Thank you for playing! We hope you will enjoy the 1.0 version of Interplanetary and do keep sending that feedback. Just because it's finished doesn't mean we're going to leave it!

Get the darn thing here: http://store.steampowered.com/app/278910/

May 6, 2015

Interplanetary 1.0 Coming to Steam on May 12! Also a Trailer!


It's finally happening! After a year of hard work with Interplanetary on Early Access, we're getting ready to release the 1.0 on May 12th, 2015! Celebration!


Ah, those were the days.

Major Added Features
  • Online Matchmaking
    • A quick way of starting online matches with a push of a button
  • Match Customization Options
    • A nice amount of options to change up the rules of the game. These include the ability to choose the amount of Cities, change the size of the planets, modify the strength of gravity, disable certain weapons or gameplay elements and more.
  • City Projects
    • A new gameplay mechanic that allows players to assign Projects for cities. The projects generally have a set duration and give resource bonuses and other perks. The amount of population in each city determines the amount of projects the player is able to initiate.
  • AI Difficulty Levels
    • Four difficulty levels for the AI, including a stupid, impossible cheating AI for ultimate challenge
  • Saved Games
    • Matches might drag on a bit, so this should come in handy!
  • Damage Area Visualizations
    •  Hit area markers that show the exact area of damage dealt by the projectiles. They lend themselves to some interesting, advanced strategies.
  • New Event Log
    • A clearer, much less spammy event log. Also quite a bit prettier.
  • New Tech Tree
    • A lot of new techs have been added to house all the Building Upgrades and City Projects. Also a nice graphical update that helps visualizing the branches, paths and unlocks.
  • New Building
    • The Offshore Mine, an advanced resource building, buildable only on water
  • New Upgrades
    • A bunch of new upgrades, most of them having pros and cons to add some interesting choices and strategy paths.
  • New Intel Mechanics
    • Intel View UI completely redone. Players will be able to see the exact amount of Intel needed to see more of the enemy planets and also spy on their resource amounts.
  • New City Growth/Science Mechanics
    • The players will be able to boost their Cities' Population growth by using Projects or attaching Power Connectors to them. The amount of Population is also tied to the amount of Science generation, so the more citizens you have, the faster you will gain new Techs.
  • Achievements
    • 26 achievements for players to unlock. Won't be easy!
  • Improved UI and Graphics 
    • Lots of smaller changes


A complete visual and aural damage dealing experience.

Naturally, we have a lot of fixes and other improvements in store as well, but these are the most visible features for most players.

After the game is finally released to the world, we won't just abandon it! No, we're going to watch over it and keep up the support! There are still a couple of relatively big features, such as ranked matches, online bots and online saving, that we have wanted to add, but didn't have a chance to do that before release. It's not really too late to give us some feedback either, just like you've been doing so far.

Speaking of feedback, as we're getting closer to the end of our Early Access adventure, all of us would like to once more thank all the players and testers who have been involved with the project! Whether you came aboard last month or you've been following us since pre-Early Access public testing, you've all been a massive help, in one way or another. Giving excellent feedback, building the community or just silently supporting the development of Interplanetary are all things that we are genuinely grateful for. We hope you will enjoy the end product, and even if you don't, send some more feedback our way!

One more thing. Starting from May 12th, Interplanetary will cost $14.99/€14.99. Don't panic! There is still one more week to get the game for yourself and friends for $9.99/€9.99, before it leaves Early Access.



Thank you!
~Team Jolly Roger

April 2, 2015

Interplanetary Status Update: The Final Stretch Approaching


We're living exciting and busy times. As some of you may remember, we've been throwing around "The Early 2015" as the release date of Interplanetary for a long time. If our watch is correct, it IS the early 2015 already!

We are now scrambling to finally get Interplanetary to version 1.0 and out of Early Access! A huge amount of progress has been made since the last public version and we're hoping to get this thing released soon. We'll announce an actual release date a bit further on, but when we say "soon", we mean in about a month or so! Scary.

The reason why we haven't released a lot of patches and updates recently, is that we've been working hard on adding all the final features and fixing them in place. This means we've had to spread the game open in such a way that packing it back up into nice updates would've slowed down the development too much.

We've now managed to implement pretty much all the main features that were a part of the initial plan. Being in Early Access, however, slightly expanded the scope of the game according to player feedback.



Some of the features available at release:

  • Ranked Matches and Online Matchmaking
  • Custom Game Setup
  • City Projects
  • AI Difficulty Levels
  • Saved Games
  • Damage Area Visualizations
  • New Event Log
  • New Tech Tree
  • New Upgrades
  • New Intel Mechanics
  • New City Growth/Science Mechanics
  • Achievements 
  • Improved UI and Graphical Touches

And then some! This is just a little sneak peek of the upcoming features and we'll be revealing a more detail list later.

We've added a lot, but unfortunately, a few of the features we've explicitly promised to include, will have to wait until after the release of Interplanetary 1.0.

Promised features that will be added post launch:

  • Grey Goo, the third superweapon. Includes some pretty unusual mechanics.
  • The return of LAN Game. We had to disable LAN matches during the network overhaul. There are simply more vital features to add before launch, but we haven't forgotten about this one.
  • Online AI Bots. Needed to be pushed back so we could finish other features.

Uncontrollable problems, such as some particularly terrible in-office flu seasons, have sometimes slowed us down dramatically, but the good news is, we will not abandon the game once it's released. We want to keep patching it and updating in the features that just couldn't make it to the initial release.

Now, this is another good opportunity to sincerely thank all of you who have been with us during our stay on Early Access! All the game testing, suggestions and bug reports from the players have definitely improved this game and we would have never been able to develop it to this point without your support. It's not too late to send us some more feedback, though, even if we are going to leave Early Access! We will have a good opportunity to add more things to the post-release updates.

Anyway, this is where we are, at the moment. We'll be making a proper release date and feature announcement sometime closer to the date. Look forward to it!

January 16, 2015

Patch 7.2: New Year, New Patch


Happy new year, interplanetary warlords! It's been a hectic beginning of the year for us. Lots of planning and meetings to see how we're proceeding with the development of the game.

As you may have heard, we've had long-time plans to get the final release version out sometime in the first half of 2015. There's still a lot to do so we're pulling out all stops and developing like crazy! We won't be able to put out updates as regularly as we've used to; wrapping the game up every now and then to release something playable can take a bit too much time. We're don't know yet how many big feature updates we will have between now and the eventual release, but we will have a big one for sure and smaller ones as needed.

Even though we've had to lock in the schedule pretty tight, we're still listening to all the feedback you have! Keep it coming, there are still many ways you can help steer the development, from bug reports to feature requests.

New health bars, now in fresh green, refreshing orange and dumb old red!

Patch 7.2: New Year, New Patch

To kick off 2015, we've been doing some patching. The AI had been a bit naughty during the holiday season, bending the rules and hogging multiple superweapons for itself! We now took its toys away to level the playing field. There are also lots of other fixes, UI improvements and hopefully the complete eradication of a couple of crashes.

Some players have reported the game still getting stuck in-between turns. We've suspected for a long time that this could be due to some unexpected player behavior with missiles and lasers. To counter many possibly problems, we've changed it so that if you target a missile or a laser and don't complete the targeting by selecting the target on the planet surface, the weapons in question do not fire. Similar problems were also caused by the ability to upgrade a building and then sell it during the same turn. This should also be fixed now.

Hey, don't forget about the Codex! There's some new stuff.

Here's a proper change log to give you a good idea on the scope of this patch:

Interplanetary Patch 0.7.5470_EAC_7.2
  • AI can now only build one superweapon of each kind, as intended
  • Missiles and Lasers do not fire anymore if targeting is not properly finished
  • Upgrade related turn processing bug fixed.
  • City health bars now update properly on city icons and population bar
  • Hotseat victory conditions fixed
  • Intelligence View no longer cycles through dead planets
  • Building health bars now change color according to the damage level 
  • Added scaling indicators to health bars
  • Codex updated
  • Minor AI fixes
  • Online Lobby UI fixes

Enjoy! If you want some more development updates, you can check out our Twitter and Facebook. For some more exclusive things (but not spammy, we promise!), you can sign up for the mailing list at www.interplanetarygame.com.

Oh, we also have a brand new Tumblr-blog.

Interplanetary is available on Steam Early Access.

December 19, 2014

Interplanetary Patch #7.1: Holiday Cheer for the AI


Happy holidays from all of us at Team Jolly Roger! We're about to disperse for a little while and have a quick break, but before that, we have some little news for you:

Patch #7.1: Holiday Cheer for the AI

We've had loads of good feedback about the AI update last week. Many thanks to everyone reporting bugs and just giving general suggestions!

After doing some testing, we've managed to push out a little patch that should fix a couple of issues that the absolutely massive update brought with it. Unfortunately, we didn't manage to include AI bots for online matches yet. That's definitely coming in the next update, though.

Everything went so nicely, until the AI decided that it wanted to spawn hundreds of weapons on top of each other.
The AI's accuracy has now been reduced to a more human level. Some of us felt a bit bittersweet about that, so we compiled a little tribute to the AI's craziest shots.

You can go give the game a little spin and see if it works nicely. Here's a proper changelog:

Interplanetary Patch 0.7.5435_EAC_7.1
  • Shot difficulty now affects AI accuracy, which has also been generally lowered
  • Weapon damage to cities increased
  • Player turn status markers re-implemented
  • Victory screen bug fixes
  • Event log performance issues fixed
  • Action phase simulation accuracy increased (less zigzag movements for shots and the chance of appearing to go through the planets is minimized)
  • Timeout for AI calculations added, fixing AI getting lost in thought
  • Missile bug fixed
  • AI turn message spam fixed

Happy holidays, everyone! Remember to eat a lot and play many, many games! See you next year!

Interplanetary is available on Steam Early Access.

October 1, 2014

Interplanetary Update #6.6: Patching it Up

Can't see anything anymore!

Greetings, Interplanetarists! We come bearing glad tidings.

To ease the wait until the next proper update (it'll be a doozy!), we decided to put out a little patch to fix some big annoyances.

First of all, we've begun a great networking overhaul, one that should fix a huge amount of the current problems with online play. While the results are still a couple of updates away, today's patch contains an important network fix, sort of as a teaser of things to come: the turn processing fix!

There's nothing quite as aggravating as having your game crash in between turns because of some random reason. That random reason turned out to be lasers. Due to some hitbox weirdness, a laser blast would sometimes not reach the planet surface at all, causing the game being confused and calculating the attack forever. This should now be fixed.

Lasers, nature's little troublemakers.

Next on our list of fixes is something many of you have been waiting for: the structure graphic/intel fix.

A while ago we made an experimental intel system change that allowed players to see the locations of enemy structures, but not any of the details. This turned out to be pretty unpopular, so we're hereby changing it back! As of this patch, all the city graphics and building graphics will be hidden unless the player has enough intel to see them. Because of this change, we also made a couple of balance tweaks, mainly having to do with beefing up the targetable weapons and nerfing defense buildings to account for this added layer of defense.

That's all the big changes now, but do check out the detailed changelog for every little thing.

Interplanetary Version 0.6.4981_EAC_6.6
  • Fixed online games crashing at turn processing due to Laser weirdness
  • City and Building graphics are now visible only if the player has enough intel
  • Camera now centers on the player planet when entering Targeting View
  • Material production upgrades changed to consume Planet Material
  • Cities now get destroyed when population reaches 0, as opposed to 1/6 of maximum
  • Sun gravity increased
  • Laser effects made slightly more visible
  • Defense building Visibility increased
  • Railgun Visibility slightly decreased
  • Missile Population damage increased
  • Laser Population damage increased
  • Defense Energy consumption increased
  • Upgradeable Intel amount for Data Security Hub decreased
  • Upgradeable Counterintel amount for Telescope Array decreased

 And what better way to celebrate the patch than...



The previous Whack-a-Dev turned out to be so cozy, we thought of having a home-broadcast again. So, catch the whacking stream on our Twitch channel and join the discussion in the chat. Just like the previous time, a couple of us will be playing a match or two of Interplanetary and chatting around, answering the questions you post in the chat.

And, as always, for every dev you manage to defeat we release free Interplanetary Steam keys into the world. You can follow the giveaway at our Twitter and Vkontakte pages.

Blast you soon and blast you hard!

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!



June 2, 2014

Interplanetary Update: Sounds and Shapes

Cities, now 100% more lively!
Update time! Today we bring you a couple of small, but interesting changes.

The most obvious update is the inclusion of actual graphics for cities and buildings. This changes the intel system quite a bit, since we've decided to let players see the structure graphics regardless of their intelligence points. They just won't be able to see any details, such as the exact type of the building or its condition. Targetable weapons should now be much more useful and we've done slight changes to their values to accommodate for that. Tell us what you think!

Another visible, or rather audible, change is new music. We've added a couple of extra pieces to increase variety. You can expect many more in future updates.

Interplanetary Version 0.3.4027_EAC_4

  • New graphics for cities, buildings and ruins
  • Different craters for different weapon impact points
  • Additional music for build phase and action phase
  • Targetable weapons damage reduced
  • Shield Defense doesn't block missiles anymore
  • Sound effect fixes
  • Networking host migration fixes

Sure, you could fire blindly, but that little dot there may well be a kinetic defense.
That's all the changes for this week. We had to skip Whack-a-Dev last week due to scheduling problems, but we'd still appreciate it if you tried out the new changes and gave us some feedback!

Interplanetary is now available on Steam Early Access!

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!

April 15, 2014

Interplanetary Arrives to Steam Early Access This Friday!


Surprise! It's finally time to move to the next level: the Steam Early Access version of Interplanetary will be released April 18th, which is this Friday!

We decided that going Early Access was a natural continuation of Interplanetary's journey, as we've already had close collaboration with its players during development. By continuing on to Steam, we'll be able to reach a much wider audience than ever before, which helps the development a huge amount.

Like usual, buying the Early Access version at a reduced price will also give you all the future updates until the game is finished and you'll be able to better influence the direction of the game through your feedback.

New Features

For the Early Access release, we've prepared an exciting new feature: Superweapons. These are unlockable through the Tech Tree and will wreak serious havoc with your enemy's planet.

This planet's going to have a bad time.
Currently, we've implemented two superweapons:

  • Asteroid Diversion
    • Diverts a group of asteroids towards the enemy planet, causing massive damage. Works similarly to the railgun, except that the starting point is the asteroid field at the edge of the planetary system and you'll be shooting a cluster of space boulders instead of one small shot.
  • Solar Laser
    • An accurate and powerful weapon, the Solar Laser is fired from it's own orbit close to the sun. Unlike with normal lasers, it can shoot to any direction, unless there are other celestial objects blocking its line of sight.

These weapons are pretty devastating, so make sure you get them before your opponent does!

In addition to superweapons, we've been doing a lot of smaller updates all across the board. Some of the major ones include the ability to have hotseat matches with up to 4 players and many graphical and UI-fixes. There are also plenty of balance adjustments, so make sure to weigh in with your opinions.

Time to get hyped!

Hop onto www.interplanetarygame.com and join our mailing list for timely updates.

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. 

January 15, 2014

Interplanetary's Greenlight Stats


Hi, everyone! Game design fellow Sasu, here! Interplanetary's Greenlight campaign is over and development continues. It's a very busy time for the whole team, implementing some new features and shining up the game here and there. We've had a lot of very useful feedback and we're working hard on getting the best ideas in the game.

We've been meaning to release a new update for the alpha version for a while now, but we've encountered some pretty substantial networking problems. Hopefully, we'll have time to work them out sooner than later and put out something new for everyone to play. The Intel System and Tech Tree would really need some outside testing!

For now, I figured that we could talk some more about the mysteries of Greenlight, mainly all the stats that become available for you once you start your campaign. I'm sure many other indie developers are thinking about getting on there, so why not open up the process even more?

Miscellaneous Greenlight Mumblings

I've already gone through the basics of the Greenlight process in an earlier blog post. This time, let's concentrate more on some interesting details.

Interplanetary was Greenlit on January 7th, along with 49 other games. Valve informed us on this by e-mail and the process of applying the game for sale on Steam continues. It's basically some paperwork that needs to be done (and actually finishing developing the game).

Even though the game is through, the Greenlight page still remains. This is good, since we can keep using the page to inform its followers of game updates and other news.

One of the most interesting aspects of the campaign were all the beautiful stats we got to analyze. It was quite thrilling to see our rank rise to top 100 and eventually to #4.


This is what the main box looks like now. There also used to be a number showing our progress towards top 100 and eventually our rank among all the games on Greenlight.


It's also possible to compare your progress with the average progress of the current top 50 games. This gives a good context to the values and something to strive for. After all, the games tend to be Greenlit in big batches of 50 or 100, so once you reach the average, your chances are pretty good.


According to the averages, "yes" and "no"-votes usually go pretty much 50/50. I suppose even "no"-votes are better than no votes.


Again, a good chance to make some comparisons to other items and get an idea on what numbers you are aiming for. The comparison lines change periodically and sometimes you encounter some pretty insane graphs looking down on you and making you feel discouraged. Who's laughing now, red line?


A graph also lets you look back on your ups and downs during the campaign. October was when we first started working on our Greenlight page and the big jump signifies the moment we finally made the page public. Interestingly, there was quite a big jump again, once the Steam Holiday Sales were over.

Pretty nifty, huh? The page still receives new views and comments daily, although it's nowhere near as active as it used to be.

I hope this was enlightening for some of you aspiring Greenlighters. If you have time to dedicate on all the preparation, I definitely recommend going for it. Even if we hadn't passed, we still would've had our community grow and received a lot of good feedback.

January 8, 2014

Interplanetary has been Greenlit! Huzzah!


We did it! Huge thanks to everyone who took the time to check out the game and voted for it!

Now that our pathway to Steam is finally open, we can continue to concentrate on finishing the game. Interplanetary is steadily approaching it's beta state, but there's still a lot to do.

As you may know, you can also help by trying out the current alpha version of the game and giving out some feedback. Once you have an alpha code (available by pinging us on Twitter or Facebook), you can move out over to www.interplanetarygame.com and grab the test version!

Thanks again, everyone! We literally couldn't have managed this far without you!

December 9, 2013

Inside Interplanetary: How to Greenlight?


As you may have noticed, Interplanetary is now on Steam Greenlight! It's doing pretty well too: as of this writing, we have 7,375 "Yes"-votes. Our goal of 10,000 is getting ever closer!

Today I thought I might give a little runthrough of our Greenlight process, so any other hopefuls may benefit from it. So, let's get started with...

Interplanetary's Greenlight Process

We unveiled our Greenlight page on December 2nd, but we've been building the page for a long time before that. The first thing we needed to do, was to pay Valve $100 to get access to the page. This payment mostly exists to stop trolls from sending in garbage. After we gained access, we needed a couple of things:

  • An icon
  • A video
  • At least 4 screenshots
  • A description

Mostly quite straightforward. Our artist whipped up a beautiful animated gif as an icon for the game. This icon shows up when people search for games on Greenlight, so it needs to be eye-catching. We ended up animating a planet under attack with the game's logo on top. It communicates the idea of the game pretty well and is flashy enough to get people interested.

The trickiest part was the video. We decided to produce a new trailer and a simple gameplay video to accompany it. The trailer is the first thing that plays when people open the Greenlight page, so it needs to be attention grabbing, interesting and explain the game fairly well. Our earlier trailer was very fast paced and full of information, but this time we decided to slow the pace down a little bit, so that a new viewer might have easier time digesting it. A slower pace also gives a more realistic image of the actual game.

The trailer tells a little story using gameplay footage. A couple of turns of gameplay, two planets warring with different strategies, "filmed" cinematically. Combined with fitting music, it seems to be a success; people seemingly get the idea right away.

We also wanted to make an in depth gameplay video for those who want more details. We simply filmed a match between team members and narrated it, explaining game mechanics and strategies. The video ended up being over 50 minutes long, but it was never meant to be watched all the way through, necessarily. Curious people may skip through the video to get a feel for the game. Some have been interested enough to actually watch the whole match.

We also wanted to actually give people something to play, so we released a version of Interplanetary alpha on our Greenlight page. No codes needed this time. This added a lot of value to the page, since people can immediately get their hands on the game and discuss its features and arrange online matches right there on the discussion page.

Publish!

When all the content was collected for the page, we published it. We had heard that there would be an approval process afterwards, and it would take some time before the page would go public - wrong! It was up immediately! Now we had to hurry to get the word out and to handle the initial flow of people. Comments started dropping in, and luckily, they were all pretty positive!



At this point, we got access to some very interesting statistics on the page. All the important stats were available: the amount of visitors, favorites, followers, votes. In addition to that, we could compare our process with the average stats of successful Greenlight projects. A very useful meter is a percentual value that shows how far are we from the top 100. At the moment, we've gone 90% of the way! We could also determine that approved games need about 10,000 votes. Unexpectedly, we're already quite close!

The mere existence of a Greenlight-page does draw a nice amount of visitors, but we wouldn't have been as successful if we hadn't had any kind of community around the game already. After the first week, Interplanetary has disappeared from the first page of Steam Greenlight. The flow of people will obviously slow down a little bit, but luckily we've managed to get some gaming press interested. Now we'll just concentrate on working on the game and spreading awareness. It's not over yet!

Big thanks to everyone who has voted for Interplanetary! If you have any questions about the details of the Greenlight process, ask away! We'd be happy to answer!

Check out our Greenlight-page here!

November 27, 2013

Creative process and GUI design #2

Hello again!


Tarita here, the artist who has been tasked with the challenge of creating a passable looking UI for Interplanetary.

So, last time we were left with a combination of UI styles, right? I promised I would show you where the UI is currently heading, so here's a mockup:



Please keep in mind that the look of individual elements is far from being set in stone, and that the image above is just a mockup and does not accurately represent what the in-game UI currently looks like. We have just begun alpha testing, and in the light of the new feedback we may have to adjust some things.
The mockup should, however, give you an idea of what kind of style I'm aiming for.

Overall, the style is pretty simplified, and I like having some empty space between stuff. Even when adding detail, I'm trying to keep things simple and stay consistent with the limited amount of colours and light effects. I prefer not to add any extra fluff that doesn't have a distinct function or a reason to be there.

The elements in the mockup are somewhat large. This is partially because they have to work with a variety of different screen sizes, and still stay readable. I think that the increased size complements the simplified style nicely, but some people have told me that it makes the UI look "cute", which may or may not be problematic.

Earlier I told myself that the boxes would be neither blue nor gray, but in the end I had to go with gray.
Why? Because I found that only gray was neutral enough for the rest of the game.
I wish to leave the main stage for the planets and the space background, so the UI can't be too colourful or pop out too much. I don't want the player to miss the subtle details of the starfields on the background just because I insisted on having screaming, bright- yellow boxes on top of everything. This is, incidentally, also one of the reasons why I favour transparency and lack of boxes whenever I can.

Sometimes things pop out too much.

The other reason for the gray main colour is that I'd like to introduce some colour-coded information to the UI, such as icons and text, which are more visible on a muted background. Having a few splashes of colour is a breath of fresh air that also makes the dark graphics of Interplanetary feel slightly less grim and murky.


That's all for today, thank you for reading! In the future I may write more about the individual elements and the design choices and concerns behind them.

You can follow the progress on Interplanetary on Facebook, twitter or the game website.

November 22, 2013

Interplanetary Alpha Update: Online Play!


Hello testers and non-testers alike! Interplanetary has rolled out with a new, updated version of the alpha!

Former testers can use their old alpha code to download the improved version. New testers can also give it a try by shooting us a private message on Facebook, Twitter or IndieDB.

Just drop by at www.interplanetarygame.com and test away!

Remember, the alpha test is for the Windows version, but you can contact us, if you would like to try out a more experimental Mac build.

The Changes

Quite a few things have been changed and many of your own suggestions incorporated. The big thing, of course, being Online Play! It's now possible to face your friends all over the world!

Here's a list of major updates and fixes:

Features

  • Online multiplayer enabled
  • Missile targeting changed to be more intuitive
  • WASD rotates camera in Build Mode
  • Weapon trajectories highlight when mouseovering the weapon list
  • Planet orbits highlight with mouseover
  • Camera moves and stops more smoothly
  • Power Grid animation added
  • Slight delay added to Power Grid connections
  • Various balance changes
  • UI improvements
  • Minor graphical updates

Fixes
  • Missiles now hit where they're supposed to
  • Fixed a lock-up when ending turn after incomplete targeting
  • The infamous "flying buildings"-bug is now less likely to happen
  • Smoke effects displayed in correct spots
  • Repairing buildings now updates properly for all players over LAN/online multiplayer
Our most hardcore testers can take a look at a super detailed changelist here!


November 14, 2013

Interplanetary Alpha


Hello, everyone! As you may have noticed, we've had some big things happening recently. We released a new alpha gameplay trailer, have been handing out alpha test codes to willing participants and even got featured on Rock, Paper, Shotgun! Feels good, man.

Today, we'll be going into more detail about the alpha (which you can get here, once you've pinged us about a code.)

Interplanetary Alpha Features

So, what is actually included in the Windows alpha version? Well, the very basic gameplay is there, but being an alpha version, even that's not shaped to perfection yet. It is possible to finish a match and even have a bit of fun doing it! The proper feature list is:

  • Hotseat and LAN multiplayer
    • Hotseat is currently restricted to two players, while LAN allows for more. Because the feature is not finished however, the game ends if the host loses.
  • Structure building
    • You can purchase and set some basic structures on your planet, forming Power Grids. It is also possible to repair, sell and reconnect buildings to the Power Grid.
  • Power Grid
    • You can connect structures together, so that they're linked to a Power Plant that keeps them online.
  • Cities
    • The function of Cities is greatly simplified in this version: they act as your planet's health, their population grows, they generate Material and Energy and act as connection points for your Power Grids.
  • Resource Management
    • It is possible to gather Material and Energy, using Mines and Power Plants.
  • Defenses
    • Forcefield and Kinetic Defense can be built to defend your planet, for the cost of Energy.
  • Firing weapons
    • Basic versions of railgun, missile and laser are usable. In the current build, the missile doesn't always hit where it's supposed to.
These are the features you can test. We really welcome all kinds of comments, whether you think something would work better differently or that some features are unbalanced. It's very easy to change the basic values, such as weapon damage and planet speeds, but bigger changes take more time.


A big thing we want to get comments on is the targeting and firing of weapons. Is it fun? Does it work? All the values of the planetary system, from gravities to planet sizes, are easily fixable, so don't hesitate to give your thoughts! 

What's to come?

We are planning on updating the alpha version periodically, so people can also test newer features. This will go on until we reach what we determine to be the beta-stage.

Some features to be expected sooner or later:
  • Single player against AI
  • Intelligence mode
    • Adds some fog of war-like features
  • Technology progression
    • A tech tree allows players to choose their strategy better and unlock new buildings and bonuses
  • Expanded City functionality
    • The players will be able to allocate the population to work on Projects that give certain bonuses
  • More features!
Happy testing everyone! Send us comments and we'll take your experiences into account when planning the next build!

October 21, 2013

What's up, Interplanetary?


The game is actually starting to look kind of nice! After all the recent devblog posts, we thought it would be nice to get back to the basics for a moment and give a little update on how we are doing with Interplanetary and internal Team Jolly Roger stuff.

Interplanetary is prettier and more functional!

It's true, a big part of why I wanted to write a quick status update is to showcase some of the new graphics! We've been busy implementing a graphical beauty that we won't be ashamed to show around. Of course, this is still not final, but it's a nice improvement to what we've had in the past.

We've come a long way...
...and we're still not done!
We're currently working on creating something nice looking and playable for o
ur upcoming visit to DigiExpo in Helsinki. Something big is brewing and we'd like to have a nice slice of the game to show to people there, and maybe even let them try it hands-on.

As for the gameplay, we basically have all the basic features of the game present, one way or the other. For showcasing the game, we're concentrating on getting the targeting phase work properly and feel good. It is, after all, a major draw of the game. The other main feature that we aim to polish, is the building of structures and maintaining them. These two features by themselves already make a kind of a nice little game, but there's a lot more in store for the next version.

TJR is a company, for reals!

This is quite huge for us: we managed to break free from the grasp of our university and form an independent company, officially known as TJR Games! We're still the good old Team Jolly Roger, just a bit more official.

Starting a company wasn't a simple thing to do, and preparing for it has slowed down the game development considerably at times. There was a period, when we didn't actually have a work space to do our game development and the team was separated to work in their homes. This rarely works.

Was going to add a picture of the office, but who cares? The game looks nice.
Luckily, we found an office space for a manageable price and filled it with computers and other stuff needed for game making. For a new indie company, this wasn't exactly cheap overall, but at least the situation is more stable now and work can resume in normal pace. Or, extranormal, since we're in a full-on crunch mode! Busy, busy.

Hungry for more screens? Check out our stash of pics, from the oldest of versions to the new shiny ones.