What changed
0 fixes5 additions4 changes0 removals
- Gameplay
- Server
- UI and audio
- Balance
addedDear all, Much has happened since launch and we've learnt a lot from you. Your feedback, always useful regardless of tone and expression, have helped us shaped Foresight into what it is today. As of now, we've arrived what we've defined as the Baseline implementation of the game. This was what we originally envisioned Foresight to be. A game that focuses on strategy, combat, fleets and subtefuge. Indeed, there can be many more things that can be added into the game; some of which we'll be doing so as promised - as additional game modes. But right now, let us take a look at what has been done so far:
addedRevampsSingle Battle AI The entire AI has been revamped to be a lot more vicious, efficient and ruthless. While its composition is still based on scripts - but they're mostly specifications; not actual attack plans. 5 cores were introduced by code for the AI to use to manage itself. Core, Builder, Fleet, Scout, Battle coordinator. Each handles a specific part of the AI, its output is managed by the main AI component. As a result, the single battle (skirmish) AI is a lot more brainy than just following scripts blindly.
changedRevampsMultiplayer capabilities 2 major improvements were made to multiplayer. The implementation of using Steam lobby and auto-port forwarding capabilities for online gaming AND a performance regulator which enhances the multiplayer experience seamlessly without slowing down the server or client machine too much. On top of that, communication packets and stability has been enhanced further to keep everybody synced.
changedRevampsUser Interface improvements Several improvements were made based on user feedback.
addedRevampsThe bottom panel can now be minimized to increase play space.
changedRevampsSeveral components have been improved in terms of display and usage.
Foresight changes
addedDear all, Much has happened since launch and we've learnt a lot from you. Your feedback, always useful regardless of tone and expression, have helped us shaped Foresight into what it is today. As of now, we've arrived what we've defined as the Baseline implementation of the game. This was what we originally envisioned Foresight to be. A game that focuses on strategy, combat, fleets and subtefuge. Indeed, there can be many more things that can be added into the game; some of which we'll be doing so as promised - as additional game modes. But right now, let us take a look at what has been done so far:
addedSingle Battle AI The entire AI has been revamped to be a lot more vicious, efficient and ruthless. While its composition is still based on scripts - but they're mostly specifications; not actual attack plans. 5 cores were introduced by code for the AI to use to manage itself. Core, Builder, Fleet, Scout, Battle coordinator. Each handles a specific part of the AI, its output is managed by the main AI component. As a result, the single battle (skirmish) AI is a lot more brainy than just following scripts blindly.
changedMultiplayer capabilities 2 major improvements were made to multiplayer. The implementation of using Steam lobby and auto-port forwarding capabilities for online gaming AND a performance regulator which enhances the multiplayer experience seamlessly without slowing down the server or client machine too much. On top of that, communication packets and stability has been enhanced further to keep everybody synced.
changedUser Interface improvements Several improvements were made based on user feedback.
addedThe bottom panel can now be minimized to increase play space.
Dear all, Much has happened since launch and we've learnt a lot from you. Your feedback, always useful regardless of tone and expression, have helped us shaped Foresight into what it is today. As of now, we've arrived what we've defined as the Baseline implementation of the game. This was what we originally envisioned Foresight to be. A game that focuses on strategy, combat, fleets and subtefuge. Indeed, there can be many more things that can be added into the game; some of which we'll be doing so as promised - as additional game modes. But right now, let us take a look at what has been done so far:
Revamps
Single Battle AI The entire AI has been revamped to be a lot more vicious, efficient and ruthless. While its composition is still based on scripts - but they're mostly specifications; not actual attack plans. 5 cores were introduced by code for the AI to use to manage itself. Core, Builder, Fleet, Scout, Battle coordinator. Each handles a specific part of the AI, its output is managed by the main AI component. As a result, the single battle (skirmish) AI is a lot more brainy than just following scripts blindly.
Multiplayer capabilities 2 major improvements were made to multiplayer. The implementation of using Steam lobby and auto-port forwarding capabilities for online gaming AND a performance regulator which enhances the multiplayer experience seamlessly without slowing down the server or client machine too much. On top of that, communication packets and stability has been enhanced further to keep everybody synced.
User Interface improvements Several improvements were made based on user feedback.
The bottom panel can now be minimized to increase play space.
Several components have been improved in terms of display and usage.
Camera can now zoom even further upwards so as to show almost the entire sector at once.
Better cues were implemented to maintain visual connection with the player; you can still identify your ships even when the camera is very high up.
Mission and Ship Balance Missions have been re-balanced based on changes made to ship designs and statistics. This is an on-going process and will continue over time. Mission difficulty ramps observed and affected missions are improved or revamped as necessary. Ship balancing too is an on-going process; over time, ships in Foresight get more balanced to play with (or/and against).
Conclusion
Thank you for all your support you've given us over this period of time. We only wished we could have done better and deliver a better looking game. (Yes, we know the graphics are lacking). We'll continue to work on issues, promises on game modes and bugs that my surface from time to time. So... what game modes will we implemented? 1) Survival mode (co-op available) 2) Destruction (time-based destruction) We may add one more easter-egg mode as well if we can afford to do so. Once again, THANK YOU! Regards, Jeremy, Producer, Strides Interactive Game Studio