Showing posts with label Early Access. Show all posts
Showing posts with label Early Access. Show all posts

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.

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.

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!



June 19, 2014

Interplanetary Update #4: Lobby Chat, Trading Cards and So Many Planets!

 
The beautiful Noxious

The time has come again for Interplanetary update! This time you're up for some graphical additions, a new place for chatting and something to trade. So, let's get to it.

What's new?

You might have guessed from the update title that the biggest news on the block is the newly installed lobby chat. Now you can chat not only in the game, but also in the game room lobby.

On the graphics side: another planet has been added for you to play with - the beautiful and warm Noxious. In addition to that, there are plenty of new non-player planets and suns. It makes this the official debut appearance of the famous Blue Sun.

And for dessert - Steam trading cards for Interplanetary are now ready to be traded any time!

Gotta catch 'em all!


Interplanetary Version 0.4.4061_EAC_5
  • Lobby Chat
  • New Player Planet: Noxious
  • New Planets and Suns
  • Steam Trading Cards, Badges and Emoticons
  • Defense Building Visibility Decreased

That is all for this time. Enjoy the updated Interplanetary and don't forget to leave your comments and opinions in the survey form!

Interplanetary is available on Steam Early Access.

April 18, 2014

Interplanetary Released to Steam Early Access!


It's here! Interplanetary has now been released on Steam as an Early Access title. If you're ready for some interplanetary warfare, you can go get the game here: http://store.steampowered.com/app/278910

What a ride! We'd like to thank everyone who took part in the alpha code testing phase. Your feedback has been valuable and we hope you'll follow us onto the next step of Interplanetary's journey!

Since Interplanetary is in Early Access, we will keep developing it while you can play it, taking advantage of Steam's features. Don't forget to send us your critique, bug reports and ideas so we can keep making the game better and better.

You can still use our survey to report your experiences or simply go to the Interplanetary Discussion Board on Steam.

As a final note, don't forget to check out our Facebook and Twitter these days. We may have some additional surprises in store for you! You can also join us at QuakeNet #Interplanetary for matchmaking or casual chatting.

Thank you! Let's all have fun blasting each other to bits!