Full notes
Full Moons That Belong update
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Repeated intro
Hey there, everyone!
What changed
- Gameplay
- Performance
- UI and audio
- Workshop
Moons That Belong changes
I would love to thank you all on behalf of v4.games for trying out our little demo for Moons That Belong! We're incredibly thankful for all the feedback and that you found time to try it out!
The Next Fest has given us an excellent lesson and helped us understand better how to improve the game even further. We have a list of key points we will try to address within our game moving forward, and we are committed to making these improvements:
Tutorial campaign and play instructions: Unfortunately, we did not manage to get any decent form of tutorial into our game, so you've been met with fundamental hints displayed and no instructions on how various mechanics work at all. Such a state doesn't seem right, and we aim to change it. Our goal is to ensure mechanics seem simple enough to understand and that anybody can hop in and go through onboarding missions to get settled in at a slower pace.
Performance optimizations and crash handling: Sadly, our game did not go without issues. There have been reports of crashes, namely those related to our shaders. The game also pushes hard on low-end GPUs due to special effects we've authored. Since the demo's release, we've managed to fix several client crashes and have reinforced some problematic bits of code related to our rendering code. Still, we aim to improve our game further, especially as we further develop and innovate our in-house game engine.
Audio-visual feedback: Late game sucks, we know. Nothing is worse than constantly observing several frontlines to ensure the enemy has yet to leak into our realm. We pledge to fix that by implementing audio and visual cues for various events and shortcuts to jump between locations. The systems outliner will also give you full details about your systems and inform you if attacks do happen.
- More variety and gameplay featuresAt its core, the game's premise is straightforward: push units through enemy lines, hit supply lines, and ensure their realm breaks apart when their fronts become non-cored. All that works nice, but sadly, that is all there is to it in the demo. We aim to add new gameplay features and mechanics into our game, which we will share with you all in the future, so stay tuned!
- Better AI opponentsThis is true if you are a new player; however, over time, as you get to understand the mechanics of the game, it becomes too easy to outmaneuver the AI. We aim to change that and ensure AI feels more fair but also organic.
UX improvements: The controls can be very annoying and cause various miss-clicks, accidentally sending your fleet to unintended places. We will do our best to ensure the game feels intuitive and pleasant.
Campaign mode, Scenario Editor (Steam Workshop support!!), and MULTIPLAYER are still on our roadmap!
See you all later, and thanks again for trying our game out!
Dominik from v4.games.
Source
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