Question time!

Have any of you fought the final boss yet? If not, how far are you through the game? By that I mean, how many of the four Elemental Spheres have you collected?

A suggestion to the players!

For reasons I don’t fully understand yet, it would appear that a lot of the complaints about “enemy difficulty” in the game would stem from people not using anything but the Mini-Gun. Almost every video I have thus far seen of the game involves people using the Mini-Gun exclusively, or only sparingly using the Cannons, Mines, or Harpoons.

This is actually the opposite of how I had meant the player to use these weapons. Cannons are your bread and butter, you should be using them for practically every enemy encounter, trust me, even with the default ammo storage for the Cannons, you have more than enough shots that the average player should be able to take down any enemy they encounter with little problem. In between battles your ship passively restocks ammo by using up small amounts of stone resources.

The Mini-Gun is a support weapon first, last resort second. You can fire both the cannons and mini-gun at the same time, or if you really are out of ammo, use it to defend yourself.  But you should never be using it to solely defeat enemies!

Finally, Harpoons and Mines are situational weapons, Harpoons are perfect for getting a powerful first hit on the enemy, or attacking them when in a hard to reach spot (such as reefs). Mines are of course useful to take down enemies chasing the player, or you can place them and lure an enemy into them.

Trust me when I say that the combat is infinitely more fun if you simply use the cannons for all enemy encounters.

The Good, the Bad, and the (next) Update.

A couple of quick things before the weekend!

  1. I’m hoping to release beta 1.5 early next week, maybe this weekend. I’m trying to fix the problem of the old saves from 1.3.1 and earlier not working with 1.4. I think I’ve fixed it but I’m running more tests before I’m sure. I also plan to add the final shop item (MEGA TURRETS!), which means that there is only one more planned piece of content before the game is officially “done” (more on that later).
  2. I will be VERY busy next week. I have two potential job offerings, one is a freelance job where I would single-handedly be putting together an edutainment type game for a College, similar to Oregon Trail. The second is a full time job for a mobile/browser gaming company that would FINALLY pay me a salary to do what I’ve always wanted to do, art for video games! This means that I have to meet with the college and discuss the potential plans for their game next week, as well as do test artwork for the mobile/browser company.
  3. I’m listening to the pre-order of saskrotches “A Nation of Wind” soundtrack. It is glorious. This is not simply the music you hear in the game, these are much higher quality tracks, and almost every track you’ve heard in the game (and at least one I’m certain most of you haven’t) have been remixed to into actual tracks with beginnings and endings, not just the looped version you hear in ANoW.
  4. At some point, probably not until after the release of Beta 1.5, I want to discuss my possible plans for the future of ANoW. They involve kickstarter, additional areas, random loot, etc. Exciting stuff, but nothing I can commit to speaking about at this time. 

17 hours until ANoW is on Desura!

That’s right folks! Not that it really matters to followers of this blog, you’ll probably always be more up to date on new releases than anyone else (apart from those incredibly handsome/beautiful/smart/rich people that sign up for the newsletter!), but it’s a big step in the right direction in terms of marketing ANoW!

I really need to re-do the Logo for ANoW.

I like the start screen. I’m really quite proud of it, it’s the first thing the player sees, and it instantly has them in the position they will be in for the rest of the game, they are the captain of an airship.

But for some reason, I didn’t really notice how bad the logo is. It just screams “THIS IS A GAME MADE BY A HOBBYIST”. That’s not what should be happening. Like I said, I think the Start Screen does a good job of instantly setting the player up for the role they will be donning while playing ANoW. Problem is, all that is pretty much ruined by that crappy logo.

That’s my new goal. Make a half-decent logo for ANoW. Oh and also get some work done on some more fun content for the next updated release!

I was supposed to work on some freelance tonight, but…well, it’s just not been a very good night. I wasn’t able to concentrate on it, I’ll have to put it in extra time tomorrow on it. 
Instead I decided to keep working on this piece. It’s still not finished, but it’s coming along nicely.

I was supposed to work on some freelance tonight, but…well, it’s just not been a very good night. I wasn’t able to concentrate on it, I’ll have to put it in extra time tomorrow on it. 

Instead I decided to keep working on this piece. It’s still not finished, but it’s coming along nicely.

Instructional Trailer is up! Learn to play ANoW in 6 minutes flat!

Guess I gotta go upload Beta 1.2 now!

What I’ve accomplished today:
Unit and Magic Description text. Check the screenshot for an example of it in action! This should make the game a bit easier to navigate, you can just use the descriptive text as a reminder of what you can do with the various functions instead of opening the manual or going through the tutorial again!
Unit Efficiency Fixed/Re-Worked. An anonymous player commented on the Unit Efficiency stats not upgrading at every level, and also on the fact that the Mine’s didn’t seem to level up at all (which wasn’t actually the case, what was really going on was that the Mine’s were displaying the Sawmill efficiency rating, but did level up properly. Still an issue that I’m very glad the anonymous user pointed out!)
In any case, I’ve changed the way that leveling up efficiency works. Essentially its exactly the same as leveling up Range does, it only upgrades to level 3, and costs more than other upgrade paths. The exception to this is the Turret Efficiency stat, it still behaves exactly the same because it increases the damage output of the turrets.
Even though that’s been fixed, the problem is not yet gone. Part of the goal of moving from Alpha to Beta was that I was hoping to never have to invalidate people’s saved games, and while this won’t corrupt your saves, it does mean that anyone that upgraded Efficiency for Mines, Sawmills, Churches, Universities, or Town Halls will be potentially gimped in terms of upgrades. I’m going to add in some code that should hopefully account for this though!
So what does all of this mean? Well, it means your first update to ANoW should be available…Tomorrow! That’s the plan at least. I want to really push this game on the press because the guy working on the second trailer (the talented Matthew Chapin) should have it up by then, and this new updated version of ANoW is just much more accessible!
EDIT: OH! Almost forgot, you can see the Wind Sprite in action in the screenshot as well!

What I’ve accomplished today:

Unit and Magic Description text. Check the screenshot for an example of it in action! This should make the game a bit easier to navigate, you can just use the descriptive text as a reminder of what you can do with the various functions instead of opening the manual or going through the tutorial again!

Unit Efficiency Fixed/Re-Worked. An anonymous player commented on the Unit Efficiency stats not upgrading at every level, and also on the fact that the Mine’s didn’t seem to level up at all (which wasn’t actually the case, what was really going on was that the Mine’s were displaying the Sawmill efficiency rating, but did level up properly. Still an issue that I’m very glad the anonymous user pointed out!)

In any case, I’ve changed the way that leveling up efficiency works. Essentially its exactly the same as leveling up Range does, it only upgrades to level 3, and costs more than other upgrade paths. The exception to this is the Turret Efficiency stat, it still behaves exactly the same because it increases the damage output of the turrets.

Even though that’s been fixed, the problem is not yet gone. Part of the goal of moving from Alpha to Beta was that I was hoping to never have to invalidate people’s saved games, and while this won’t corrupt your saves, it does mean that anyone that upgraded Efficiency for Mines, Sawmills, Churches, Universities, or Town Halls will be potentially gimped in terms of upgrades. I’m going to add in some code that should hopefully account for this though!

So what does all of this mean? Well, it means your first update to ANoW should be available…Tomorrow! That’s the plan at least. I want to really push this game on the press because the guy working on the second trailer (the talented Matthew Chapin) should have it up by then, and this new updated version of ANoW is just much more accessible!

EDIT: OH! Almost forgot, you can see the Wind Sprite in action in the screenshot as well!