Zuurix

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February 23, 2017
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Joined October 28, 2014
Games (4)

Sector Six Demo 0.7.9
June 11, 2016
Battle for '17
December 30, 2016
Lur RPG
November 04, 2014
The Name of the Demon
October 16, 2015


Update! Secure regions, trading, and alloy container rework!
Posted on February 20, 2017 at 03:44

Secure regions can now be entered!
Complete the missions to make regions secure, then enter them and get in the cities to buy and sell items!

There are:
  • Cities that sell generic weapons.
  • Cities that sell random parts.
  • Cities that sell high-grade parts.
  • Cities that sell alloy containers.
  • Cities that sell extant parts.
  • Cities that sell amplifiers.
  • Cities that sell random grade parts and amplifiers.
Almost every region has a city.
You will have to secure multiple regions to get access to all types of cities.

Another big change of this update is the new alloy containers!
  • Changed the way alloy containers repair armour, now each container charge repairs 1% armour.
  • Container refill cost is now based on alloy in the container.
  • Rebalanced amount of alloy received when dismantling items.
  • New container property: Filled.
  • New container property: Gains 65 alloy every 50 kills.
  • New container property: Generates 1 ether on kill.
  • New container property: Generates armour on kill.
  • New container property: Gains 10 alloy every 15 kills.
  • New container property: Eternal.
  • New container property: Ancient.
  • New container property: Sacrificial.
  • New container flaw: Corrupted.
  • New container flaw: Cannot be refilled.
  • New container flaw: Transient.
  • New container flaw: Unstable.
  • Removed property: Gains charges on kill.
  • Removed property: Reduced refill cost.
  • Removed flaw: Increased refill cost.
  • Added 3 new container skins.
  • Now it's possible to swap alloy containers.
Other changes:
  • Upgraded parts now have a higher value.
  • Added 5 achievements for triggering new container abilities.
  • Improved amplifier sprites.
  • Amplifiers now amplify part properties based on amplified part level, not on amplifier level.
  • You can no longer apply Almadi cathodes and anodes to parts attached to your spaceship.
  • Applying cathodes and anodes no longer erase their names.
  • Alpha Pulsar region renamed to Bloom.
  • Beta Pulsar region renamed to Pulsar Vector.
  • Added HUD hiding.
  • Improved item tooltip placement.
  • Recolored few regions.
  • Shielding abilities now share cooldowns.
  • Fixed apparition and seeking projectile glitch.
  • Dock part now looks better.
  • Story mission V will now take less time to complete.
  • Now it's possible to dismantle (and sell items) by pressing X button on the controller.
Because this is a big update, keep an eye on glitches or balance flaws!

Have fun!










Echo #63: Secure regions and alloy container rework
Posted on February 13, 2017 at 07:20

In my previous echo, that I have posted two weeks ago, I've said that I'll be working on alloy containers and secure regions.
And I did that.

Alloy containers are finally the best way to repair armour!
Each charge in alloy container now repairs 1% armour instead of just 1 armour.

Container refilling cost is now based on how much alloy is in alloy container.
That means you can refill containers that are not empty and not lose any alloy!

I have also added a bunch of new container properties and flaws:
  • Filled: Containers with "Filled" are found containing the maximum amount of alloy.
  • Generates x armour on kill: Amount of armour repaired on kill is based on container level.
  • Eternal: Containers with "Eternal" are indestructible and gain 50 alloy if you fail the mission.
  • Ancient: Containers with "Ancient" gain 30 alloy when you pass dust cloud.
  • Sacrificial: Containers with "Sacrificial" destroy themselves and restores armour to 50% if armour drops to 0.
  • Corrupted: Containers with "Corrupted" give no alloy when dismantled.
  • Transient: Containers with "Transient" are destroyed when you complete mission.
  • Unstable: Containers with "Unstable" burn alloy when you use repairing abilities.
  • Gains 65 alloy every 50 kills.
  • Generates 1 ether on kill.
  • Gains 10 alloy every 15 kills.
  • Cannot be refilled.
Small changes related to alloy containers:
  • There are 5 new achievements for triggering unstable, transient, eternal, ancient and sacrificial alloy container abilities.
  • I have added three new container skins.
  • Item dismantling value is no longer based on item level.
  • Amplifiers now give alloy when dismantled.
  • Upgrading part now increases its dismantling value.
  • Alloy container dismantling value is now based on the amount of the alloy in the container.
  • After reworking alloy containers, I have been decorating secure regions.
  • Because there are so many regions, I am going to leave most of the regions for future.
Next week I am going to make few last improvements and get ready for an update, that I am hoping to release next weekend!

Now I want to apologize for not posting for a while.
I couldn't post because I didn't have the internet for a few days.

If this will happen again in future, know that even if I don't post echoes, it doesn't mean I'm not working on Sector Six.
I am working always, every day =]

Until next time!













Echo #62: Trading and future of the alloy containers
Posted on January 30, 2017 at 06:42

I got some exciting news! Trading has been added, it is fully functional and impactful!

As I mentioned in previous echoes, my design philosophy is simple - every game element must have its place. Since the day one of Sector Six development I am working to ensure that.

Trading and upcoming changes to alloy containers should make every item feel rewarding.

Before trading items that were not good enough to add to spaceship were useless.
Now there's no such thing as useless items because useless items can be exchanged for useful ones!

This week I have added cities to 19 regions of Sector Six and cities buy and sell items.

Right now there are 7 types of cities:
  • Cities that sell generic weapons.
  • Cities that sell random weapons and parts.
  • Cities that sell high-grade weapons and parts.
  • Cities that sell alloy containers.
  • Cities that sell extant parts.
  • Cities that sell amplifiers.
  • Cities that sell random grade weapons, parts and amplifiers.
Each region has one city, so some regions will be more important to secure than others and I hope that will allow players to make interesting decisions.

Next week I will be decorating secure regions and making important changes to alloy containers.

The main problem with the alloy containers is that they don't repair enough armour in higher levels.
Right now alloy containers repair as much armour as they have charges. For example, alloy container with 10000 charges, will repair 10000 armor.

I am planning to change this to 1 charge repairing 1% of maximum armour.
This way alloy containers will stay useful at any level.

I am also going to change how alloy and dismantling works.

The refill cost of alloy containers will be equal to alloy missing and dismantling containers will give as much alloy as the dismantled container contained.
For example, if alloy container can hold 100 alloy and it contains 30 alloy, it will cost 70 alloy to fill it.
Dismantling a container with 30 alloy will give 30 alloy.

There are other neat changes planned for container rework but I'm keeping that for the next echo!

Until then!











Echo #61: Trading and secure regions
Posted on January 24, 2017 at 11:39

This week I have started working on secure regions and item trading!

It's really exciting to work on such impactful features, even if there's a lot of problems I'll have to solve.

Making item trading is rather easy - I have made trading systems several times in my other games, so I know what to do.
I just need to make interfaces, slightly adjust inventory code and it's done!

The hard part is making secure regions where item trading places - cities - will be located.

It wouldn't be hard if I just removed enemies from a normal region and call it secure region, but that's not what I want!

Cities hanging in interplanetary clouds, heavy traffic, lights, stations, statues, advertisement boards - that's what I want to see in secure regions.

That means a lot of objects, a lot of collisions and collisions is Sector Six weakness.
I'll have to figure out how to place objects in secure regions, how to approach movement, how will player access city interfaces and so on.

Right now I have almost finished making item trading and made a city sprite for the trading interface.

That's how trading works:

1) The player completes several missions in a region and it becomes secure.
2) The player enters the secure region from the map - the same way region missions are started.
3) The player goes to a city in a secure region. Not all regions will have them.
4) As the player approaches the city, the trading interface appears, which contains player's and city's inventories.
5) Dragging and dropping the part from the player's inventory to city's will sell that part for a certain amount of currency.
6) Dragging and dropping the part from the city's inventory to player's inventory, will buy that part if the player has enough currency.

Should be pleasantly simple!

That's all news I got for now, so until next time!








Update! Controller support beta and miscellaneous fixes!
Posted on January 17, 2017 at 18:08

Sector Six can now be played with a controller!

There's still few things I would like to polish, so expect to see various controller support improvements coming with future updates!
The controller support has been tested with Xbox 360 controller.
If encounter any problems with other controllers, please notify me.
I am also looking for any ideas on improving controller support.

Along with controller support, I have fixed few old glitches and made important changes:
  • Fixed pause graphical glitch.

  • Fixed wrong default music volume glitch.

  • Fixed a minor graphical glitch in the results screen.

  • Fixed weapon amplifier glitch.

  • Fixed several spelling errors.

  • Now if controls are changed, tutorial explanations and ability tags also change accordingly.

  • The mouse cursor is no longer visible when it is not needed.

  • Improved story mission III.

    • Databases now have less armour, they no longer deal damage and destroy nearby enemies when the player enters their range.

  • Improved ability bar in combat HUD.

  • Now it is impossible to be outside the enemy range and not trigger the missile barrage.

  • Added visual hint to warn players that their armour is low.

  • Improved armoured colony seeker.

    • Now has only 1 core, but its repairing pylons repair more armour than before.

  • Aberrant Armour challenge now reduces the power of The Decision challenge.

    • Maxed The Decision increase mission length by 100% instead of 1000% when Aberrant Armour is also maxed.

  • Slightly improved introduction cutscene.
And all thatl was extremely boring to make!
But now it's (sort of, beta, polishing, etc.) over and now I can do really great things =P










Looking for people to test controller support!
Posted on January 13, 2017 at 11:11

I need to know if controller support is good or at least acceptable, so I have just uploaded demo version in which you can play Sector Six with a controller.
I am asking you all to play it a bit with a controller and then tell me what you think about controller controls.

Maybe there's some big overlooked flaw that I can fix!

I am planning to release controller support very soon, so there's not much time to test controller.
I'll be waiting for your feedback.

Download demo (via Dropbox): Click here!

If you don't have Dropbox: Click here!




Echo #60: New year
Posted on January 01, 2017 at 06:41

For me, 2016 was a very exciting year.

Sector Six was released on Steam and I have become a real game developer.
Not very successful, but real. That means a lot to me.

I have quit school and so far it feels like the right decision.
It's great to finally spend time meaningfully.

I finally have seen my game flourish.
After many updates and tweaks, Sector Six's mechanics finally began to work together.
I have never managed to make game work this well before.
I can finally say without any doubt that I made a good game.

I have saw players playing my game for massive amounts of time.
There are several people who spent 60+ hours playing Sector Six!

After all that happened in 2016, I have become very confident to continue making games after Sector Six is finished.

Now let's look at what updates I have managed to release in 2016!

January 24
New combat system test
I have started working on new combat in the beginning of January and by the end of it, I had a prototype of the new system.

March 30
New combat system release
It took me another two months to turn combat system prototype into something that works.

May 2
Steam release
Sector Six got released on Steam!

May 5
Minor changes
Several small changes based on Steam user feedback.

May 20
Mission IV, new rewards and new leaderboards
Many improvements to story mission system and mission that I am really proud of.
Looking forward to making more similar missions.

June 10
New enemies, new abilities and combat improvements
This update added Sustained Barrage ability and infamous dreadnoughts.

August 19
Massive graphical update
This update has vastly improved the look and feel of the game! There were hundreds of smaller changes.
With this update, Sector Six has entered beta!

October 6
Modular difficulty system, improved inventory and modified enemies
A monster update, that added a new layer of depth to Sector Six.
I could write the whole page about how much this update have influenced the game!

October 28
Modular difficulty system improvements, new enemy and new starter spaceship
Modular difficulty system was too easy, so I had to make another update to rebalance it.
This update has also added apparition enemy.

December 15
Mission V
Mission V was really hard to make! But I have introduced many new things with this mission.
Decisions, non-linear story mission, first real story boss, multiple armor bars mechanic and so on!

2016 was the year of massive growth for me and Sector Six.
After so much has been done, I believe I can finish Sector Six in 2017!

In 2017, after I will finish working on controller support I'll begin working on three secure region based updates - shops, crafting system and the Router!
Between those updates, I will work on new story missions and combat expansions.

Shops
Located in secured regions, they will allow players to buy and sell parts!
Different regions will have different shops.
For example, to get access to the generic weapon shop, you will have to secure Niss region.

Crafting system
Yes, you will be able to craft parts!
This will be a completely new way to obtain parts! Unlike getting parts from drops, you will be able to craft exact parts you need.
Want a part that is a relay, increases maximum armor and generates ether when your ship is hit?
Get materials by mining asteroids, get armor carcass, relay blueprint and ether mirror by dismantling parts, secure a region with the matter fusion facility and that part is yours!

The Router
This massive portal device located in Pylon will take you to hidden regions!
Every hidden region will be different.
Exploring hidden regions will reward you with unique parts!

New story missions
New characters, new boss fights, new reveals, [classified], plot twists, the journey to the other Sector and more!

Combat expansions
New enemies, new abilities, new region bosses, new classes, new region missions and more!

Other planned updates:

Achievements
Many new achievements!

Permanent death mode
The Elder Mechanism will not resurrect your ship if it will get destroyed!

Hardcore permanent death mode
Because just permanent death is not hardcore enough.
Your spaceships parts will be destroyed on hit.
Lose all parts and game is permanently over!

Resetting story missions
After completing the last available story mission, you will be able to do them all over again!

Part sets
Add a certain amount of parts from the same part set and you will be rewarded for unique set effects.
For example, 10 Lodeon's Parts will increase damage dealt based on how many secure regions there are.

Graphical update
Even better backgrounds, new animations, and particle effects!

2017 will be epic.
Until next time!




Before graphical update


After graphical update


Modular difficulty system


Mission IV


Mission V


Epic player built spaceships






Echo #59: Some progress
Posted on December 26, 2016 at 17:22

I hope you all had good Christmas!

Last week I didn't work much on Sector Six. I was playing games, eating candy, working on my side projects.
But even with that, I have managed to make spaceship building and inventory management possible with a controller!

There are two ways to approach using interfaces with the controller.

The good way:

Put clickable interface elements into some sort of grid and allow the player to select them in that grid using D-pad.

The easy way:

Keep all elements as they are and instead make mouse cursor respond to D-pad and other buttons on the controller.
Instead of moving the cursor with the mouse, you use D-pad to move it.
Instead of clicking on buttons with the mouse, you press buttons on the controller.

Because I don't know how to put buttons and slots into the grid, I had to go with the easy way.
It's not very comfortable, but it works, so I guess it's okay, at least for now.
When I started working on Sector Six, I didn't even know what controller is, so it could be worse.

Anyway, before I can say that Sector Six fully supports controllers, I still need to address several issues pause menu, game exit menu, tooltips and tutorial hints.

I believe I can resolve those issues within one day and then start fixing glitches that have piled up over time.
I'm talking about minor graphical glitches in mission results interface, pause graphical glitch, several Light Eater Eashor's glitches, and others.

Because I got really tired while making story mission V and because implementing controller support is very boring, next game update will be in January.
Mission V was really challenging to make and I worked so much, that it got me dangerously close to serious burnout.
I want to slow down development a bit to catch my breath before massive updates that I am going to work on in 2017!

I'm planning to write more about my plans for the next year in next echo.

Until then!





I don't like playing games anymore
Posted on December 23, 2016 at 07:53

My Steam library now has Borderlands 2, Skyrim, Dishonored (hail cpsgames!), and Darksiders.

I can't force myself to play them. I only scratched the surface of these games. I can see how awesome they are, but I don't like them.

I play them sometimes to kill time, but it's just that. When I turn them off, I don't feel like I really want to turn them on again. I play them because of Steam achievements, that's the sign that I don't really enjoy them.

Oh yeah, I tried playing Undertale, because it's "different". Undertale (hail Jani!) is... meh.

What the hell is wrong with me!? Why I can't enjoy good games!?

I'm afraid to buy games now because I will probably won't like them, no matter how awesome they actually are.

I guess it's RuneScape's fault. I truly loved playing that game, but then it died and it seems that nothing can fill the void it left. (Bleak, I know)

I can play Old School RuneScape (for those who don't know, it's the old version of RuneScape brought online a few years ago), but 1) it's still not the same and 2) it's rather expensive.

What else? I kind of like Hearthstone. I think that if I'll play it long enough, I'll start liking it as much as I liked RuneScape. But then it will probably die as well and I'll be left with nothing. Also, it has two problems. It's a 30 minutes per day game and sometimes it forces me to play with <insert not priest class here> to complete quests.

Dark Souls is a lovely exception. I really like how brutal it is. I can't play it not because I don't like it, but because I just can't make progress. I could try again and again, eventually overcoming its challenges, but I need games to rest from making games and Dark Souls is not a very good game for it.

Indie games? I've played few. Again, nothing. Void. But could be I've been playing wrong games. Oh, yeah, I enjoyed LIMBO. (I beat it in one sitting.)

Good thing I remain incredibly passionate about making games!

I'm having great time making Sector Six.
I'm having great time making my single player CCG, which is going to be released as alpha soon and you all are going to have to play it.

And maybe instead of playing games, I will start doing the A.C.E.D. game challenge!
I'll make a very simple game and Add Content to it Every Day. (I won't dedicate more than 1 hour per day) Imagine what it will be like 10 years later!

Anyway, do you guys ever had a similar "game depression"? Any tips on fighting it? Should I fight it?




Massive update! Mission V is now available!
Posted on December 15, 2016 at 09:49

I made a mission composed out of 8 smaller missions with a gigantic boss in the end!

The best part is that the boss changes slightly based on the order you do sub-missions.
Well, it depends on which sub-mission is the last, but I'm still pretty proud of that.

Also, you can choose to destroy or spare the boss. With all the variables, you can complete this mission 16 times and every time it will be slightly different.

Of course, this mission will haunt me for the rest of development. Now I will have to deal with 16 different branches of the game =P



The Boss


Non-64Digits version (Show)





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