Not so big news installment
Posted 21 October 2012 - 02:29 PM
HOWEVER, let me put together a list of what has been finished, and what's being worked on now:
The entire upgrade file has been renamed. This isn't significant for anyone other than me but it makes the background of the game a LOT cleaner for me to work with.
Airforce General and Tank General have their respective tech trees implemented. Basically the unit unlocks that you could get via generals power have been changed into upgrades you buy at the strategy center/propaganda center. There are a total of 12 for each general (4 trees with 3 levels), but you're only allowed to take 4, and you have to go down the tree. Each tree upgrade unlocks a few new units and upgrades.
Airforce General has a new upgrade that rearms the F15 and F18. In the current public release, these two jets become obsolete as soon as the player gets King Raptors and JSFs. The rearm upgrade gives the F15 and F18 new weapons to keep them relevant and useful.
Automized production for tank general has been redone. The old way was clunky and didn't work well if you played with tournament mode. Now it is just a single, expensive upgrade that still requires a generals promotion, but gives a 25% price cut and 40% build time cut to ALL tanks. It should be a devastating end game upgrade since, even with tournament mode, you can now mass produce tanks at unbelievable rates.
As of now, I'm working on implementing a tech specialization system for Flame General which will work like Micro/Macro robotics. It'll be far less far reaching, but will give him 2 different play styles, either focusing on firestorms and flamethrowers or on thermoberic and thermite weapons. I'm hoping to get most of my current ideas (not ambitious at all) implemented and working by the end of the week. I won't really be adding anything other than a few upgrades to each specialization, so that should be feasible.
After those are implemented, I'm going to start on my plans for Superweapons. I did Flame first because the new stuff is really easy to implement, and doesn't require me to figure out the modeling pipeline yet. Superweapons will also be split into 2 techs: Offensive and Defensive. The former focuses on destroying the enemy with powerful superweapons, while the latter is a little more conventional with heavier defenses. They'll both play the same, turtling for the majority of the game, but Offensive will be able, at the end of the game, to kill off enemies simply by using superweapons, while Defensive will need to make use of mobile defenses to actually finish off her enemies.
So that's the plan for content. I also want to reimplement at least a bit of the AI before the end of November, since I know lacking AI is a big turn off for a lot of people. Bear in mind this will still be a sort of Alpha in that there's quite a bit lacking (doesn't have full AI, many generals will not have the new planned tech trees and specializations), but it should be far more stable than the last version, and far better balanced.
Posted 21 October 2012 - 04:47 PM
Posted 28 October 2012 - 02:13 PM
Posted 04 November 2012 - 03:43 AM
However I'll still read the forums and reply to whatever's posted. I like forums. Forums are nice.
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