What changed
0 fixes0 additions2 changes0 removals
changedDevelopment on Fracture the Flag has slowed as real life gets hectic, but development does continue! The current project is adding to the single player challenges with the addition of some basic combat oriented levels. The new levels will continue to be time based - how fast can you take out the AI base. It will not be a full blown single player campaign - as a solo dev it’s just not possible to pull that off so I won’t promise what I can’t deliver. AI bases will have a functional economy to support their attacks on the player’s base. If there’s no ammo then the siege weapons will fall silent. If build points run dry the AI can’t recruit more workers or swordsman… The AI will not be capable of adding new building or siege weapons. The AI base is largely static, once a player destroys a building, siege weapon, or flag it’s gone. However, workers and swordsman will be replaced. The AI is capable of both offense and defense. Sending groups of swordsman to attack buildings and delivering bombs to the base of flags and other buildings. Defensively swordsman will patrol or stand and guard. Siege weapons will also fire if you get too close. There are lots of little bugs and plenty of balancing to work on. So no promises on a release date. The first release will likely be on the beta channel as many scripts have been adapted to allow the AI which will then need testing to ensure multiplayer didn’t break…
changedWhat’s Next?After the combat AI is released and acceptably bug free my focus will shift to the network disconnect issue. While some disconnects may be the result of poor internet connections or lag to the servers (US based) many or even most are caused by a spike in network traffic which causes loss of information and the servers think there is a disconnect… The networking is done by a third party (Photon). The likely solution is to change how much information is sent. The biggest data hogs are the workers and potentially the brick walls. After that… On to the stretch goals. And then a full Steam Release. Goodbye Early Access.
Fracture the Flag changes
changedDevelopment on Fracture the Flag has slowed as real life gets hectic, but development does continue! The current project is adding to the single player challenges with the addition of some basic combat oriented levels. The new levels will continue to be time based - how fast can you take out the AI base. It will not be a full blown single player campaign - as a solo dev it’s just not possible to pull that off so I won’t promise what I can’t deliver. AI bases will have a functional economy to support their attacks on the player’s base. If there’s no ammo then the siege weapons will fall silent. If build points run dry the AI can’t recruit more workers or swordsman… The AI will not be capable of adding new building or siege weapons. The AI base is largely static, once a player destroys a building, siege weapon, or flag it’s gone. However, workers and swordsman will be replaced. The AI is capable of both offense and defense. Sending groups of swordsman to attack buildings and delivering bombs to the base of flags and other buildings. Defensively swordsman will patrol or stand and guard. Siege weapons will also fire if you get too close. There are lots of little bugs and plenty of balancing to work on. So no promises on a release date. The first release will likely be on the beta channel as many scripts have been adapted to allow the AI which will then need testing to ensure multiplayer didn’t break…
changedAfter the combat AI is released and acceptably bug free my focus will shift to the network disconnect issue. While some disconnects may be the result of poor internet connections or lag to the servers (US based) many or even most are caused by a spike in network traffic which causes loss of information and the servers think there is a disconnect… The networking is done by a third party (Photon). The likely solution is to change how much information is sent. The biggest data hogs are the workers and potentially the brick walls. After that… On to the stretch goals. And then a full Steam Release. Goodbye Early Access.
Development on Fracture the Flag has slowed as real life gets hectic, but development does continue! The current project is adding to the single player challenges with the addition of some basic combat oriented levels. The new levels will continue to be time based - how fast can you take out the AI base. It will not be a full blown single player campaign - as a solo dev it’s just not possible to pull that off so I won’t promise what I can’t deliver. AI bases will have a functional economy to support their attacks on the player’s base. If there’s no ammo then the siege weapons will fall silent. If build points run dry the AI can’t recruit more workers or swordsman… The AI will not be capable of adding new building or siege weapons. The AI base is largely static, once a player destroys a building, siege weapon, or flag it’s gone. However, workers and swordsman will be replaced. The AI is capable of both offense and defense. Sending groups of swordsman to attack buildings and delivering bombs to the base of flags and other buildings. Defensively swordsman will patrol or stand and guard. Siege weapons will also fire if you get too close. There are lots of little bugs and plenty of balancing to work on. So no promises on a release date. The first release will likely be on the beta channel as many scripts have been adapted to allow the AI which will then need testing to ensure multiplayer didn’t break…
What’s Next?
After the combat AI is released and acceptably bug free my focus will shift to the network disconnect issue. While some disconnects may be the result of poor internet connections or lag to the servers (US based) many or even most are caused by a spike in network traffic which causes loss of information and the servers think there is a disconnect… The networking is done by a third party (Photon). The likely solution is to change how much information is sent. The biggest data hogs are the workers and potentially the brick walls. After that… On to the stretch goals. And then a full Steam Release. Goodbye Early Access.