Echo #57: One more week
Posted on December 04, 2016 at 14:47
Okay, guys, I know the game was not updated for longer than the month, but give me one more week!
All this time since the last echo I was working on [classified]. Right now it’s almost done, but I need to add 8 more [classified] until it’s finished.
Like I said before, no spoilers. But it’s safe to say that next update will be awesome!
Anyway, when [classified] will be finished, the polishing phase will begin.
New item management buttons and new enemy grouping has few problems that I have to fix before updating the game.
Besides that, with the mission V comes two changes to Sector Six missions.
You will no longer be able to enter the Core region, only during mission IV, future story missions, and endgame. You will also no longer be able to do resurrection missions without [classified], that can be obtained during mission V.
These changes are necessary for the story to make sense. They should not affect gameplay much.
I should manage to do all this new week and update game on weekend.
Wish me luck!
Echo #56: Better late than never
Posted on November 22, 2016 at 17:09
Last week I have done several things that I should have done months ago!
Thing 1: Enemy grouping
I have improved enemy spawning code to occasionally spawn enemies in wildly random groups! Two lurkers and heavy / acolyte and probe / tank, veteran and swarmling / etc. Everything is possible.
Thing 2: Quick part dismantling and unequipping
I have added two buttons to speed up part management. First button allows to dismantle all parts of the selected grade. For example, dismantle all generic parts in inventory. Second button moves all parts from building field to inventory.
Thing 3: Beacons
I have added beacons, that were removed during combat overhaul. Beacons are unique enemies, that instead of fighting you, repair other damaged enemies. Beacons and new enemy grouping create many new combat situations.
This week I will continue working on mission V.
Update is getting close!
Until next time!
Echo #55: Swarms, secrets and decisions
Posted on November 13, 2016 at 13:26
Last two weeks I was working on story mission V!
I have set up the structure of the mission, now all I need to do is to write last two dialogues, create new enemy and boss.
Story mission V contains more dialogues than the rest of game combined and it took me really a lot of time to write them.
But it was really fun!
The further story goes, the easier it becomes to write and I can get to reveal some interesting things.
Every story mission brings something new to the game.
This mission brings ability for player to make choices.
In mission V and other future missions, sometimes you will have to make decisions that will slightly change the course of the story.
Next week, besides working on mission V, I am planning to work on things that aren’t related to story mission V.
I will add part management screen, that will significantly speed up the management of parts.
I will improve enemy spawning system to create interesting enemy groups. I am also planing to bring back beacons, that were temporarily removed from game during the combat overhaul.
Beacons are special enemies that possess the ability to repair other minions.
If it will be possible I will also implement new modifications: “Evolves” and “Regenerates armour”.
It sounds big, but these things will do a lot good to the game and won’t delay the release of mission V much.
Until next time!
Echo #54: No spoilers
Posted on October 30, 2016 at 17:10
This week I have started working on story mission V!
Because it's a story mission, I don't have much to write about in this echo, because I don't want to spoil it.
So, about mission V:
It's massive, it's about four times longer than mission IV.
It will feature first real story boss!
It has different structure than other missions, it's first non-linear story mission.
That's all I can say about it! I can't even post screenshots.
This is the end of this short echo. Normally I post echoes on Sundays or Mondays, but since I can't write about story missions, I will probably won't write new echoes until I'm done with mission V.
Echo #53: Upcoming updates
Posted on October 16, 2016 at 14:29
This week I didn't had much time to work on Sector Six.
I didn't do much, but now it's possible to start game with carrier class spaceship!
Starter carrier class spaceship comes with carrier class weapons and abilities.
Next week I am going try to fix modular difficulty system.
Apparently modular difficulty system doesn't make game that hard and it gives too good rewards!
If I'll fix modular difficulty system in time, I will release new Sector Six version next weekend.
When modular difficulty system will be fixed, I will make story mission V, that will be at least 4 times longer than story mission IV! It will also feature boss fight, that will change based on your actions during mission.
In other news, I have finally bought controller!
I will start working on controller support after story mission V.
Future is bright.
Until next time!
Update! Choose your own difficulty, improved inventory and modified enemies!
Posted on October 09, 2016 at 18:17
Modular difficulty system is now live!
You can now increase difficulty of the missions and earn rewards for beating them!
Before starting the mission, now you're taken to mission overview screen. There you can enable different challenges that make mission harder.
- Increase damage enemies deal.
- Increase enemy armour.
- Add chance to encounter dreadnoughts.
- Increase chance to encounter modified enemies.
- Choose to be bombarded by bombardment stations.
- Choose to lose all earned parts and experience if you fail to complete the mission.
- Increase mission length.
- Increase ether cost of abilities.
You can enable as much challenges as you want.
More challenges means that you will get more and higher grade parts/amplifiers if you will complete mission!
No need to worry about not being able to hold so much parts and amplifiers!
Now inventory becomes bigger when you fill it up!
Additionally, new inventory supports item stacking, you can have hundreds of amplifiers and fill just few inventory slots.
Keep in mind that while inventory is infinite, you cannot start missions if you have more than three inventory pages.
Pages disappear if you empty them.
The last big change of this update is the return of the modified enemies!
You now have chance to encounter enemies with sniper weapons, doubled armour, doubled damage, ether draining and swarmlings inside!
Modified enemies drop optimized and advanced parts.
List of other changes:
- Replaced +x weapon damage part property with +x% damage property.
- Now there's one unleash chance part property instead of 4.
- Added Amplifier XV that gives part +3% ability unleash chance.
- Added Amplifier XVI that gives part +5 aggression.
- Added Amplifier XVII that gives part +5 resistance.
- Added Amplifier XVIII that gives part +5 mastery.
- Added Amplifier XIX that gives part +5 capacity.
- Removed laser ink, because it wasn't useful and wasn't working properly.
- Improved part and item tooltips.
- Rebalanced alloy container refill prices.
- Improved region tooltips.
- Added ability tooltips.
- Acolytes can now drop parts.
- Lurkers can now drop parts.
- Reduced Spread Mines ability cooldown from 2 to 1.5 seconds.
- Increased damage of Missile Strike ability.
- Reworked Destabilize ability, now it's called Bladed Mine.
- Added Bladed Mine ability unleashed effect.
- Reflected missiles are now slower.
- Fixed mission 1 music bug.
- Reworked dreadnoughts.
Next update: Story mission V!
PS.: If your inventory is broken, go to settings and press "Normalize legacy spaceship" button.
PPS.: I will upload updated demo on 64Digits some time later.
PPPS.: Made with GM:S
Echo #52: Shaping modular difficulty system
Posted on September 26, 2016 at 06:39
This week I was shaping modular difficulty system!
It took me many hours, but have managed to make mission overview into something I can tolerate.
Eight icons are modular difficulty system modules or challenges.
Enabling them changes image between challenges and mission description.
That image is difficulty map, it's a visual representation of modular difficulty system.
The (almost finished) mission overview
Enabling challenges is actually your hero deciding to take more dangerous paths, with anomalies and powerful enemies. Difficulty map shows those dangerous paths.
Here's the updated list of challenges:
Minions will deal 50% more damage
Minions will have 100% more armour
The Manifestations of Destruction
You will encounter dreadnoughts
The Assault of the Modified
You will encounter more modified minions
The Rain of Fire
You will be bombarded every 10 seconds until you will destroy bombardment station
Risk for Reward
Earned parts and experience will be lost if you will fail the mission
Mission objective count will be increased by 100%
Abilities will cost 100% more ether during this mission
Some of these challenges can be used more than once.
For example, you can use Aberrant Armour to make enemies have 500% more armour!
After making mission overview, I implemented rewards and began implementing challenges.
I have implemented four of the challenges already, four more to go.
When they will be implemented, I will be testing and balancing modular difficulty system to make sure it can't be exploited too much.
I will also increase power of some abilities!
I can now decrease difficulty of base game, those players who will want difficulty will be able to get more than enough of it through modular difficulty system.
I don't think anyone will ever will beat mission with 34 difficulty: +500% base enemy damage, +1000% base enemy armour, objective to kill 150 modified dreadnoughts, when abilities cost 500% more ether and missiles keeps falling from the sky randomly.
I did good!
Until next time!
Echo #51: Mission overview
Posted on September 18, 2016 at 18:18
This week I have began working modular difficulty system.
First thing I have to do is to make mission overview screen and I have spent this week trying to make it.
Yes, whole week for one interface.
In my defense, it's really hard to make interface that's both informative and looks cool. That is exactly what I want from mission overview.
Modular difficulty system is big, complex, awesome thing and I need to show that in mission overview screen.
I need something cool to represent it, hopefully I'll get that next week.
I'm about a week away from being able to update game with one of the most ambitious features, so I figured I'll write shorter echo this week and work longer on the game!
Until next week! Or game update!
Echo #50: 50th echo
Posted on September 12, 2016 at 18:21
When I began working on Sector Six, I didn't knew that it would become this big.
I didn't knew that Sector Six is going to be in Steam, I didn't knew that it will get so much positive feedback, I didn't knew that one day I will write 50th development blog a.k.a. echo about it.
But it all happened and it's amazing!
So, how did it began?
In 2014, after finishing my first game, I immediately began working on Sector Seven. I had the idea of allowing player to build spaceships out of destructible blocks. Two months later Sector Seven was finished. It was weird, clunky, pretentious shoot 'em up with light RPG elements and many, many problems.
But I glad I made it, because without out it, there would be no Sector Six.
I promised myself that I would make Sector Seven sequel. Later I have decided not to, but then...
One quiet summer morning I woke up with weird images in my mind. It was epic black spaceship silhouettes and I knew they were built out many blocks.
I created new project file, called Shadow Sector the same day. Later I decided to call it Sector Six.
In the beginning, I didn't worked on Sector Six much, I was focusing on my other game, Lur. Just like Sector Seven, it wasn't a good game, but while making it, I got experience, that I needed to make Sector Six.
I have finished Lur on January 2015, redirected my focus on Sector Six and intense development began.
Back then Sector Six was similar to Sector Seven. There was no inventory, blocks were simply bought for currency. Those blocks didn't had any stats and they were destroyed on hit. Lose all blocks and game is over.
Back then I was playing Path of Exile and Torchlight. So another idea hit me. What if blocks had random stats and you could get them by killing enemies? I already knew how to make inventory and generate random loot from Lur, so I decided to give it a try. And it worked!
Oldest Sector Six screenshot I have
When I finally made Sector Six playable, I have uploaded first alpha version. After Sector Seven and Lur I didn't expect anything, so I was surprised when Sector Six received good comments and ratings. I knew that I can improve the game, so positive feedback about the alpha version made me really excited about the future of Sector Six. And I began working on Sector Six like crazy!
Months started flying by. Interface overhaul, combat overhaul, Steam release, graphical overhaul...
It was awesome and I think it will continue being awesome!
I said this before, but again, thanks for playing and supporting my game! And for reading this echo!
For those who are interested in seeing what was Sector Six like in the very beginning, I have uploaded old Sector Six version on Itch.io
Sector Seven can also be found there.
Now a bit about future!
Last week I have successfully implemented modified enemies!
There's just four modifications yet, but there should be more in future.
Fires missiles at your location
Drops swarmlings when destroyed
With modified enemies in, I can work on modular difficulty system! It should take me one, maybe two weeks to finish and then I'll update the game, hopefully it will happen this month!
After modular difficulty system... Well, there was massive interface update, massive combat update, massive graphical update... Now it's time for massive story update! After modular difficulty system I will be working on story missions. A lot of them!
So, that was the 50th echo, until next time!
Modified scion swarm
Old Colowis background
Pink screen of death
Combat overhaul in development
Invasion core and the glitch of the thousand suns
Echo #48: Inventory, challenges and rewards
Posted on August 29, 2016 at 05:12
This week I have improved inventory!
Now when you fill the inventory, it becomes bigger, that means items will never be lost because there’s not enough space in the inventory!
Filling inventory creates new inventory page. Removing all items from last inventory page, deletes that inventory page. And there’s a limitation – if you want to start new mission, you cannot have more than 3 inventory pages. The inventory is infinite, but your computer’s power is not!
After more than 10 pages created, FPS severely drops when adding the new item to the inventory, this should be even worse for the slower computers.
I could probably optimize inventory system to allow having 100 and more pages without any lag, but I would need to completely rewrite inventory system and I don’t want to do that. It would take a lot of time and 3 inventory pages – that’s 198 slots! – is more than enough, for now.
I wanted to make inventory kind-of-infinite, because the modular difficulty system will reward player with a lot of items at the end of the mission.
Here is the challenges that the modular difficulty system will offer:
Minions will have 50% more armour.
Minions will deal 25% more damage.
You will have a chance to encounter dreadnoughts.
The Assault of the Modified
There will be more modified minions.
The Rain of Fire
Every 10 seconds the missile will be fired at you from the bombardment station. Find and destroy bombardment station to stop this.
Risk for Reward
XP and parts earned in this mission will be lost, if your spaceship will be destroyed.
Doubles required kill count for kill missions, doubles escort distance for the escort missions, doubles ruin data required for resurrection missions, doubles guardian kill count for the boss missions.
Only the Strongest
Swarmlings will only spawn with the big enemies, probes or scions will not spawn.
Every challenge/difficulty system module that you will accept will increase reward that you will get if you will complete mission with increased difficulty.
1 Module used
1 amplifier, 1 optimized part
2 Modules used
2 amplifiers, 3 optimized parts
3 Modules used
4 amplifiers, 6 optimized parts
4 Modules used
6 amplifiers, 3 advanced parts, 3 optimized parts
5 Modules used
8 amplifiers, 6 advanced parts, 3 optimized parts
6 Modules used
10 amplifiers, 6 extant parts, 6 advanced parts
7 Modules used
12 amplifiers, 12 extant parts, 6 advanced parts
8 Modules used
14 amplifiers, 12 extant parts, 12 advanced parts, 6 optimized parts
If you have never enabled hard mode - amplifiers are the items that you can use to upgrade spaceship parts. Upgrading makes the part as powerful as the part from the next tier. E,g,: upgraded generic part is like normal optimized part.
Of course, this is just a plan, just a bunch of ideas, so I don’t really know how will this look in the end! But I hope as cool as I imagine it now!
Next week I will continue improving inventory and items.
I will make amplifiers stack-able, I will make amplifiers for properties that don’t have amplifiers yet, I will merge apocalypse/carrier/goliath/nomad ability unleash chances into universal ability unleash chance, I will improve tooltips and maybe I will even start working on the modified enemies. (Does anyone remember sniper veterans?) After all that, I will be ready to work on the modular difficulty system!
Until next week!