Echo #88: Part compression

Posted by Zuurix on Oct. 29, 2017, 4:45 p.m.

This week I have added remaining 15 regions, improved secure regions, implemented part compression system and began working on siege missions.

The most interesting of these is part compression.

Part compression allows you to combine two parts into one!

Compressed parts are easier to manage and allow to built smaller …

Echo #87: Harvest week

Posted by Zuurix on Oct. 23, 2017, 3:59 p.m.

Map rework continues!

Last week I have added more regions, added contribution system, improved map interface further, relocated certain regions and changed story mission 5.

I would have done more, but I have burned out in the middle of the week and had to spend a whole day recovering.

Also, …

Echo #86: Map rework intensifies

Posted by Zuurix on Oct. 16, 2017, 4:24 p.m.

Last week I have done a huge part of map rework and added arena mission.

Arena mission works just like I have described it in the previous echo and map rework is going really well!

I have already changed most of the things to work with the new map system. …

Echo #85: Areas of Deep Path

Posted by Zuurix on Oct. 9, 2017, 4:32 p.m.

Last week I spent a lot of time trying to improve HUD.

Unfortunately, none of the changes did anything good to it, I had to revert them and now I'm working on map rework.

My plan is to add 3 zones and see how that changes the game.

The first …

Echo #84: Complete map rework

Posted by Zuurix on Oct. 2, 2017, 4:13 p.m.

This week I've been trying to improve combat HUD and graphics.

I've changed HUD to cover less of the screen and made collisions more impactful.

Next week I will be preparing for one of biggest Sector Six updates ever - complete map rework!

Map rework is a solution to levelling …

Final combat update! New content and important changes

Posted by Zuurix on Sept. 26, 2017, 5:12 a.m.

Sector Six combat is now complete!

This update adds new enemy, abilities and modifications, removes all of the combat exploits, improves armoured colony seeker, finishes modular difficulty system and more!

New abilities

Passive ability effects

Every non-passive ability has received a passive effect.

Apocalypse class abilities increase damage by 2% …

Echo #83: Cataclysm, evolution and exploits

Posted by Zuurix on Sept. 18, 2017, 3:51 p.m.

Last week I have implemented the last Apocalypse class ability, added new modifications and finally fixed enemy exploits.

Since the very beginning, Sector Six combat was riddled with exploits.

It was possible to regenerate armour outside combat, which encouraged idling.

I removed that.

It was possible to get in and …

Echo #82: Combat and item changes (videos inside)

Posted by Zuurix on Sept. 11, 2017, 3:06 p.m.

It's been two weeks since the last echo.

I skipped one because there was no news - I just finished preparing the game for translation and that alone is not enough for the echo.

But now I have a lot of news!

First of, Carrier class is now complete!

I've …

Echo #81: Final combat update

Posted by Zuurix on Aug. 28, 2017, 2:18 p.m.

Preparation for translations should be finished within this week.

To keep myself enthusiastic about what's to come while I bore myself by moving pieces of text from point A to point B, I want to write about the final combat update.

Here are things I have to do with combat …

Echo #80: Back to big questions

Posted by Zuurix on Aug. 21, 2017, 3:42 a.m.

This week I was preparing the game for translation.

A large part of it is done, but there's still a lot to go.

What I am doing is putting chunks of text out of the game into one external file.

While doing that, I did a few improvements to the …