Thumbs up because of the added(on request) Linux build.. It has many mechanism blocks that make game unique. You can assign the keys for each mechanism blocks, weapon and thruster. You probably like this one if you like Reassembly, Terra Tech, Captain Forever, Spaz, Starship Constructer. Playable and challenging, no bug found yet..
But little shallow??!. It has many mechanism blocks that make game unique. You can assign the keys for each mechanism blocks, weapon and thruster. You probably like this one if you like Reassembly, Terra Tech, Captain Forever, Spaz, Starship Constructer. Playable and challenging, no bug found yet..
But little shallow??!. Thumbs up because of the added(on request) Linux build.. I really enjoy the shipbuilding mechanism in this game. However, at this time that is pretty much the entire game. I went out and destroyed a bunch of enemies and installed some missle launcher until a baddy with dual saws killed me. In my mind, the game needs a solid story with some progression (from low-class scout to big bad capital ship) , put together with the excellent ship-building this would be a solid title. Think SPAZ2 with simpler battles and only ship building, pretty awesome potential this one.. I really enjoy the shipbuilding mechanism in this game. However, at this time that is pretty much the entire game. I went out and destroyed a bunch of enemies and installed some missle launcher until a baddy with dual saws killed me. In my mind, the game needs a solid story with some progression (from low-class scout to big bad capital ship) , put together with the excellent ship-building this would be a solid title. Think SPAZ2 with simpler battles and only ship building, pretty awesome potential this one.
Secondary Missions/Space Stations.
Ship configuration system overhaul, automatic thruster keybinding button, more.:
All ship configuration items, as well as ship controls display & power usage have been moved into the new "Config Mode".
Now you can have AI decide which controls to bind to what thrusters by entering config mode, selecting all the thrusters on your ship, and clicking "Auto-assign Controls". As well modes (i.e. auto tracking & mouse tracking modes to turn powered hinges into turrets) have been moved into the config mode. The original keybinding mode is still available, however it is now only for rebinding shortcut keys for buttons on the HUD. Multiple components in a category can now have keys and modes set at the same time as well.
The other major change made is starting each game off with a default ship already built. Good enough to get you passed some of the easier enemies, and with a little work some of the harder ones with more powerful weapons to salvage. This will be especially useful for people playing Rogue mode, as you won't have to build a new ship each time you die and are forced to start over..
Graphics, Gameplay, Optimization Update - Late September '18:
First of all, big thanks to Megan for providing me with great feedback and ideas, many of which that went into this update.
I've added a new trailer to the store page, which is also on YouTube here:
http://www.youtube.com/watch?v=V-x4_AzxhK0Here's the list of updates:
- Heavy optimizations
- Particle based explosions
- More balanced RPG mode gameplay
- More balanced crafting material drops
- More metallic/shinier looking ship & asteroid rendering
- Asteroids now fly through target area and only explode if something collides with them
- Thruster fire does damage and pushes things away
- ESC Menu now pauses game
- Hold shift at (almost) any time to enter quick-pick mode, where edge panning is enabled, left click picks up items, and right click melts them.
- Number of inventory pages now increases with level, up to 8 pages of inventory to store items in.
- Long charge weapons no easier to see charge state (Railguns, Torpedo/EMP Launchers, Drone Launchers)
- Inventory Sort button
- Inventory auto-repairs when at space stations
- Can set angular range of power hinges/turrets
- Laser beams now tapered and do more damage up close
- Bug fixes and more!
Also if you have ideas or feedback, or would simply like to chat about the game, feel free to join the BlockShip Wars: Roguelike Discord Server:
https://discord.gg/tGpE6Dn.
UI Scalabilty, Sandbox Test Mode Update, and info on what's next:
BlockShip Wars: Roguelike has been in Early Access for nearly a year now, and I think the game has enough core features to go ahead and starting working on the rest of the content.
One episode is complete, two more remain. These are roughly planned out, and most of the work involved is creating new ship components, special abilities and AI ships to fill out these episodes. All of the new components & specials for the second episode are planned out (however there may be additions, removals, and changes), and the plan is to have this 2nd episode in the game by the end of January, and the final episode within a few months of that.
In order to get started on this the first task was to redesign parts of the UI to allow for much larger number of ship components and special abilities, which is the majority of this update, as a result many parts of the UI have been redesigned to scroll, and to allow for better finding of things with a large number of items.
Here are some screenshots of some of the changed UI:The new component palette in the Ship building mode:
The new crafting window:
Scrolling special abilities/unlock screen window:
And scrolling component lists for the blueprint builder and info section in the blueprint library:
Also in this update a test mode has been added to the free ship building mode, click a button to enter test mode, your current workspace is saved to memory, and you can spawn AI controlled enemy ships (currently 8 to choose from in the mode, and up to 3 at a time) to fight against. Clicking 'Stop Test' will exit out of test mode, despawn any enemy ships and scrap laying around, and return your ship to the state it was before starting the test.
My focus will be completing the content for the next several months, but I will still be releasing updates with bug fixes, smaller features, optimizations, etc. and still would love to hear your feedback.
Also looking forward to seeing and testing out some of your own ship designs in the Steam Workshop!.
PATCH: Updated tutorial, mouse controls help, minor fixes:
Just a quick update to help with ease of use (especially for new players), and some minor fixes.
- Added mouse controls help (can be disabled in new gameplay options menu)
- The tutorial can now be retaken (via the gameplay options menu)
- Rotating a piece in build mode is now done with the right mouse button instead of holding ALT
- Fixes to enemy ships (mainly Goliath)
- Miscellaneous fixes
As well within the next week or two I will be releasing a free Demo version on Steam, so stay tuned for that if you haven't purchased the game but would like to try it out first..
Improved explosion graphics, better material pickup graphics:
This update was pushed up last night, the changes are:
Juicier explosion & destruction graphics.
Name change, all new story, random-access bosses, mini bosses, currency, rendering improvements, more!:
Name and Story.
November Update: Blueprint Library, Steam Workshop, Sensors, Space Lifeforms, Pooled HP, UI Overhaul:
This update has been in the works for a couple months, and so there's a lot of new features and changes:
Major Updates.
Projectile Juice, Screen shake (optional), Increased max save game slots to 8:
A small update tonight, added some extra graphical "juice" and increased the maximum number of save game slots.
Details:.
MAJOR UPDATE: UI Overhaul, Background setting overhaul/optimization, New music, Dangerous & Elite enemies, more!:
This update has been in the works for a while, and I'm excited to finally publish it!
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