Full notes
Full Alliance of the Sacred Suns update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Celestials! It’s Steve, back with an update, and I think you’re going to like this one.
What changed
- UI and audio
- Maps
Alliance of the Sacred Suns changes
It’ll be short, sweet, and to the point: Going forward, I have decided to concentrate my full development efforts on Alliance.
While I like the design of Boss Slayer, and it has served as an excellent learning tool for me to wrangle some of Unity’s more complex systems (animations, modeling, Cinemachine, etc) I frankly have too much invested in Alliance to just walk away from it for an extended period of time. So over the last month or so, I’ve been planning a restart strategy, and essentially this is what I have done, and what I’m going to do over the next several months:
Update Alliance to the Unity 6.x Engine
Rewrite the game design doc more or less from scratch - this does NOT mean I’m completely changing the game (again!) but it does mean that there will be one true document in place to refer to for systems, game flow, etc. This will help me focus the design and assist with any outside help that may be needed
Complete a comprehensive sweep of all assets, scripts, prefabs, sound files, etc. and remove and archive all that no longer fit with the current build and design
Create a stable, design-aligned ‘proof of design’ build. What this means is essentially to create a build that contains all of the systems that will be in the initial release of Alliance, including AI of the other Great Houses, with minimal content. This build will be the backbone for both testing and showcasing Alliance to publishers.
Restart communications on Discord and various Reddits we are part of
Update the Steam page with fresh visuals and update the release timeline
Release a short-term road map and update monthly (this will also be posted on the Steam page)
Update the game website and link to a top-level KatHawk Studios website
So how long will all of this take? Well, I don’t want to put a timeline on most of it, but I have already been working on the game design doc and the project sweep for a few weeks now. I do have another part-time job to bring in some additional income both for my family and to pay the basic development costs, but with my arrangement I can still devote 4-5 hours a day most days to this project. I can say with near certainty the POD release will not be in 2025, however.
With the judicious use of AI (since I already know how to code, I don’t rely on it to create-a-code for me except for specific cases, but it’s great for pointing me in a coding direction) and my vastly improved coding skills from when this project was started, I should be able to make significant progress, even alone, because much of what I intend to be in the POD build already exists. I estimate I will have to do less than 250 hours of ‘new systems code’ to complete this build - and much of that will be for the AI and meta-progression system. (Note: this does not include bugfixing code, system linkage code, UI code, etc. that needs to be updated/written!)
Anyway, that’s the announcement. Much more to come soon! Looking forward to re-engaging with y’all!
Sincerely,
Steve Hawkins
Developer, Alliance of the Sacred Suns
Source
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