It has been a while since I've had that much time off the game, but I went through overstress and overwork, and I'm still recovering from the lasting effects.
In this update1
Full notes
Full The Battle for Vega update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes5 additions2 changes0 removals
Gameplay
Balance
addedBut slowly and steadily, I'm still doing some work – starting with the official website ( www.battleforvega.com ). It was time to adjust some of the design (especially on mobile) , to finish up and update the roadmap now that the demo is out, to add some of the new videos to the media page, and so on.
addedShockingly, I found the will to take a look at my company's site (which was last updated in 2007) and started preparing a new version!
addedBut getting back to the game:Player ships: Created a new particle-based engine and booster effects. Final adjustments of the hardpoints of MK3, MK4, MK5-X, MK6-X (added more of them) .
addedBut getting back to the game:Balance: Ships: Base prices adjusted for all ships for a new balance based on the changes from Demo 2.0. Weapons: Class 2 weapons made slightly more powerful. Class 3 as a whole were heavily underpriced and, most importantly, underpowered, so the first few Class 3 weapons are adjusted accordingly.
addedBut getting back to the game:Visuals: Enemy Weapons: Added the missing shot trails on all weapons. Player Weapons: Added the missing shot trails on the first half of the weapons.
changedBut getting back to the game:Because of the previously used particle system, I had removed some of the weapon effects, but now it's time to check all weapons and re‑add the visual flairs that were initially planned.
The Battle for Vega changes
addedBut slowly and steadily, I'm still doing some work – starting with the official website ( www.battleforvega.com ). It was time to adjust some of the design (especially on mobile) , to finish up and update the roadmap now that the demo is out, to add some of the new videos to the media page, and so on.
addedShockingly, I found the will to take a look at my company's site (which was last updated in 2007) and started preparing a new version!
addedPlayer ships: Created a new particle-based engine and booster effects. Final adjustments of the hardpoints of MK3, MK4, MK5-X, MK6-X (added more of them) .
addedBalance: Ships: Base prices adjusted for all ships for a new balance based on the changes from Demo 2.0. Weapons: Class 2 weapons made slightly more powerful. Class 3 as a whole were heavily underpriced and, most importantly, underpowered, so the first few Class 3 weapons are adjusted accordingly.
addedVisuals: Enemy Weapons: Added the missing shot trails on all weapons. Player Weapons: Added the missing shot trails on the first half of the weapons.
It has been a while since I've had that much time off the game, but I went through overstress and overwork, and I'm still recovering from the lasting effects.
But slowly and steadily, I'm still doing some work – starting with the official website (www.battleforvega.com). It was time to adjust some of the design (especially on mobile), to finish up and update the roadmap now that the demo is out, to add some of the new videos to the media page, and so on.
Shockingly, I found the will to take a look at my company's site(which was last updated in 2007) and started preparing a new version!
But getting back to the game:
Player ships:
Created a new particle-based engine and booster effects.
Final adjustments of the hardpoints of MK3, MK4, MK5-X, MK6-X (added more of them).
Balance:
AdjustedShipsBase prices adjusted for all ships for a new balance based on the changes from Demo 2.0.
AdjustedWeaponsClass 2 weapons made slightly more powerful. Class 3 as a whole were heavily underpriced and, most importantly, underpowered, so the first few Class 3 weapons are adjusted accordingly.
Visuals:
AddedEnemy WeaponsAdded the missing shot trails on all weapons.
AddedPlayer WeaponsAdded the missing shot trails on the first half of the weapons.
Because of the previously used particle system, I had removed some of the weapon effects, but now it's time to check all weapons and re‑add the visual flairs that were initially planned.
And talking about that – I always envisioned the player ships having particle engine effects, but never managed to make them look and work well. Well, I finally found the time to work on it, and it's done – I'm pretty happy with the changes!
Also, as I previously mentioned, I'm working on the game's official cover art/poster. Unfortunately, my artist became unavailable, so I'm slowly looking for a new one and, in the meantime, trying to make it look okay by myself.
And as promised, here is the first devlog for a while!