Full notes
Full Scourge of the Reptiles update
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What changed
- Gameplay
- UI and audio
Scourge of the Reptiles changes
I'm gonna cut to the chase right here with some important and very exciting BREAKING NEWS.
Scourge of the Reptiles is now with the Publisher, Microprose!
Let's take a trip down memory lane for a second. Imagine a young gamer (that's me, the dev, but little) on his Commodore 64 and later Amiga, sailing the pixel art seas in Sid Meier's Pirates! (1987), crashing his weapon-laden chopper in Gunship (1986), and leaping huge gaps in Stunt Car Racer (1989). All of these amazing titles came out of the talented and very well known American Microprose label, and developed internally.
Many of you would remember that this was just preamble compared to the epic release that was Civilization (1991), which could be one of the greatest turn-based games of our time. But there was a Microprose/Mythos game that is at the very core of Scourge of the Reptiles, and that is the almighty tactical unit grandfather, X-Com: UFO Defence (1994). Without Julian Gallop's masterpiece, I'm not sure Scourge would even exist. You could say "but what about Shining Force (1992)?" and I would just respond "Laser Squad (1988)" by the same developer as X-Com.
Here are some of the original game designs we know and love from that game. Action Points. Facing. Line of Sight. Full Inventory for every unit. Items you can drop and pickup. Morale. Fatigue. Opportunity Fire. Aimed shots. Equip-able armour and weapons with ammo. If most of that sounds familiar, you may have played a game that was heavily influenced by X-com.
Modern Microprose is striding forward with successful mil-sim titles like Ground Branch, HighFleet, and Sea Power, and some hugely promising RPG and tactical games coming soon too. I'm more than a little giddy and thrilled to be invited to join the roster! The Publisher-Developer fit could not be any more perfect, with both being focused on retro games and the Strategy genre.
It's only been two weeks since my last dev-log and I had at that time added some great new features like the Tooltips and Combat Tips. But I can proudly say that Scourge now has a second Pathfinding system, which works out of combat. Click anywhere on the ground and your PC will go around any wall or obstacle in a very smooth and responsive way, even if mounted. This was a much requested feedback feature which I am glad to have finally solved! Interestingly this is a modern game feature (but a darn useful one for Quality of Life) - if you want to remember pathfinding as it was, play "Baldurs Gate" (1998) and prepare to be amused!
Bug-testing continues apace for the demo and the full game-which I remind you is content complete and bursting at the seams with adventure and blood-drenched violence. It's just a case of making it polished! Not too long now. Patience...
Oh and watch the new trailer! Its soooo cool!
Source
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