The feedback we received from the beta was very useful in identifying what should be prioritized. We’ve been hard at work to bring the game up to your expectations, and this is what we’ve come up with so far:
Even though we thought it would be very hard to develop a competent AI before the game’s launch, we had to realize that we simply had no choice on the matter. We need bots so that new players have a safe space without the pressure of others to practice, and that way we also provide something to do when there aren’t enough people online to fill up a match. We think that this feature will really help fill up the lobbies.
Right now our bots can attack and defend the carrier, they respond to commands issued via the communication macros and they can participate in dogfights. They aren’t that difficult to beat, but you can use them efficiently if you give the right orders at the right time. It’s actually more fun than I expected to be honest. Here’s a short video:
Some people felt that even though the artistic direction was nice, the visuals looked a little dated. We want to keep the game accessible to a wide range of hardware, but we did find a way to improve the textures without making it more intensive on your computer. Essentially, we found another process to improve the normal maps, which in turn gives a more defined and detailed look. You can get a glimpse here:
Another frequently requested feature was a general chat that you can access outside of match lobbies. It’s done.
We also added some informative sections in the game on damage combos and carrier parts, in a more elegant fashion than how it was during our kickstarter builds.
We made the wave type weapons more satisfying to use by adding a short anticipation phase before they detonate.
We did an overhaul of the victory screens once back in the lobby to better communicate how the progression system works.
It is now much easier to identify in what rank a gunship part is.
We made abilities more satisfying to use by increasing the amount of feedback to the player and adding or replacing some FX and sound effects. For instance, when a kamikaze decoy starts heading toward the enemy that attacked it, it glows red and looks more threatening, helping the player understand that he was attacking a decoy.
We also did some changes to the level environment, but we’re not ready to show that to you yet!
That’s it for today!