Post by rob on Apr 2, 2014 14:13:58 GMT -5
Greetings Brave Testers! We have just released build 92. Changes include:
* Randomly assign each region one of six pane shapes
* Replace explosion texture with glowy-vector square
* Give flares random speed
* Make Valkyrie shotgun brighter
* Buff Valkyrie's front shield thickness, regen delay and regen speed
* Make death explosions be the color of what died
Tim spent the week doing invisible prep work for our new crafting system, which we hope to roll out next week. I spent most of my time working on visuals. The idea behind the changes is that Grid12 is "made of vectors" and so everything in the world (as opposed to UI) should be drawn with them. At this point, pretty much the only thing that isn't drawn that way is the laser beams.
I gave Valk another little buff, but I think it's going to need more love later on.
As for crafting, the current plan calls for mineral deposits to drop basic crafting materials instead of storage space. The exact list of what drops will depend on the pane shape of the region. From these basic materials you can build intermediate components, and from these you can craft modules. All of this stuff can be bought and sold on the market as well. We figured this would be a quick and easy way to get the crafting system started. The UI is going to something of a pain at first, as it won't auto-buy or auto-unmeld the materials you need. But we figure we can improve it later. If the system works well, we hope to add many other things to craft, such as equipment, fuel, ammunition, etc. Also, we'll get rid of crystal splinters sometime.
Thanks so much for your help testing Grid12! We really appreciate it!
Rob & Tim
Jetbolt Games
* Randomly assign each region one of six pane shapes
* Replace explosion texture with glowy-vector square
* Give flares random speed
* Make Valkyrie shotgun brighter
* Buff Valkyrie's front shield thickness, regen delay and regen speed
* Make death explosions be the color of what died
Tim spent the week doing invisible prep work for our new crafting system, which we hope to roll out next week. I spent most of my time working on visuals. The idea behind the changes is that Grid12 is "made of vectors" and so everything in the world (as opposed to UI) should be drawn with them. At this point, pretty much the only thing that isn't drawn that way is the laser beams.
I gave Valk another little buff, but I think it's going to need more love later on.
As for crafting, the current plan calls for mineral deposits to drop basic crafting materials instead of storage space. The exact list of what drops will depend on the pane shape of the region. From these basic materials you can build intermediate components, and from these you can craft modules. All of this stuff can be bought and sold on the market as well. We figured this would be a quick and easy way to get the crafting system started. The UI is going to something of a pain at first, as it won't auto-buy or auto-unmeld the materials you need. But we figure we can improve it later. If the system works well, we hope to add many other things to craft, such as equipment, fuel, ammunition, etc. Also, we'll get rid of crystal splinters sometime.
Thanks so much for your help testing Grid12! We really appreciate it!
Rob & Tim
Jetbolt Games