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Vectorio Classic News

Creative | Available tomorrow for Patrons!



Creative is almost here!

Starting tomorrow, Patrons will get 1 week early access to Creative. This is an experimental version of the game that only contains creative. Multiple versions of the gamemode will be released throughout the week, with improvements and fixes being introduced for each one.

Starting next week, it will be released on a new branch called "Creative [Experimental]". This will only be available for a short amount of time, so if you're interested in testing it out make sure you don't miss it!

Once the creative test is over, the first experimental version of Update 3 will follow closely behind.

Discord: https://discord.gg/vectorio
Patreon: https://www.patreon.com/vectorio

Progress Update (Multiplayer, Creative, and more)



[h3]Hello again![/h3]

It's been a while since the last progress update, so I just wanted to update everyone again on what was accomplished in the last month, and how Update 3 is shaping up.

As always if you have any questions, feel free to let me know!


[h2]Refactor Progress[/h2]

This month has been extremely productive for the refactor. I'd say it's now around 60-70% complete, with some of the major underlying problems being fixed. The new building system is very powerful, and is easily one of the biggest improvements in the refactor. A lot of the calculations that went into the old building system have been either completely removed or optimized with this new system. It no longer depends on Unity's physics engine, and instead uses it's own custom tile-based system. Paired with the new scriptable objects, setting up new buildings takes little to no time at all.

Another improvement that was made this month was the interface system. Before, the interface had a lot of external script dependencies, which was a huge issue for creating new gamemodes as it required each scene to have numerous scripts active inside of it in order to work. This is obviously stupid, but as I've said before this project is all about learning for me, so the interface has now been remade using (most notably) Unity's event system. Instead of the interface requiring external dependencies (and being an external dependency to other scripts as well), it now uses a new UIEvents script to listen for different events that other scripts can broadcast. This has made working on the game 10x easier for me, and will undoubtedly make modding a lot easier for the community.

In addition to this, there has been numerous reworks to other systems throughout the game (such as resources, materials, enemies, world gen, and so on) that not only make the game more stable as a whole, but also make developing new content for the game extremely easy. If you want to hear more about the smaller improvements, make sure to join our Discord! I frequently share progress updates on there that I don't post on Steam, like the new building menu that I shared yesterday (screenshot below)



Discord: https://discord.gg/auDgRJqtT9

[h2]Multiplayer progress[/h2]

Work on multiplayer has progressed quite a bit this month. As I continue to refactor a majority of the core scripts, I am also extending the ones that need to be setup for networking using the Unity asset, Mirror. There isn't too much to say or show right now since actual testing on Multiplayer has not begun, but when it does I will make sure to update everyone on the progress.

Expect to see some experimental versions of multiplayer on Steam soon.

[h2]Creative / Survival progress[/h2]

For those of you that don't know, the biggest hurdle to overcome in the refactor was completely redoing the survival script, which has now been fully completed as of last week! The survival script had external dependencies all over the place, and although it wasn't to the extent that the interface script went to, it was still very challenging to fix, ESPECIALLY since a majority of the core methods ran through survival at one time or another. With this now being completed though, progress on the refactor has sped up exponentially!

Work on creative has also gotten underway. Although there's still quite a bit to do (especially in regards to saving), the work that needs to be done is relatively easy as compared to survival. I expect to have a prototype of creative ready to go by next week. If you'd like to be one of the first people to test the prototype, consider checking out my Patreon page! Patron's will get 1 week early access to creative once it's finished, so if you're wanting to test it out early, it's a great opportunity to do so and support me at the same time.

Patreon page: https://www.patreon.com/vectorio


That's about all I have for now! Progress is coming along nicely, and hopefully by next month we'll be into the testing stages for Update 3.

Thanks for reading!
~ Ben

Update 3 | Sneak Peek #02

Update 3 | Sneak Peek #02

I am happy to confirm that creative will be in Update 3!

Play around with different defense combinations, spawn massive waves of enemies, create pixel art, fight Guardians, and more! In creative, it's your world. Do whatever you want with everything the game has to offer! (and play it with friends in multiplayer)

Patron's get 1 week early access to the mode in a special development build. (date will be announced once the refactor is finished)

Update 3 | Sneak Peek #01



Update 3 | Sneak Peek #01
Introducing the new Guardian, The Atlas. (WIP)

A fully fledged flying machine, The Atlas can deploy fighters to attack your base and use it's turrets to fire back at defenses. The guardian will spawn at 50,000 heat, and must be defeated in order to progress to the chaos enemy variant.

It will take everything you have to survive and defeat this Guardian, so prepare your defenses!

Note: Design is still a WIP.

Progress Update (Refactor, Update 3, and more)



Hello everyone!

I just wanted to quickly update everyone on the status of Vectorio, (as I do from time to time) and give some more insight into what Update 3 will entail.

First off, for those of you that don't know I am currently taking a much needed break from developing Vectorio. I have been updating the game non-stop for almost 2 months straight now, and need some time away from the project to just regather myself and look after my mental health. I will still be very active in the Discord server, Steam community, and GitHub, and hope to be back to updating Vectorio in a couple weeks.

As for the state of the game, the refactor is well underway with the turrets (being the largest part) almost completed. I just need to decouple a few more scripts and then re-organize them with interfaces and events. (namely for multiplayer support) Once I am back to updating, this hopefully shouldn't take longer then a week. Once it is complete, regular updates will start happening again.


Now for those of you that don't know what the plan is for Update 3, here's the general load down (this is taken directly from the FAQ section on our Discord server):

Update 3 will mainly focus on materials and engineering. Essentially, you'll be able to "craft" materials using different buildings. Materials will be used to upgrade your buildings, increasing their overall stats. You'll also be able to unlock engineering blueprints through engineering research (this is different then the normal research tree) which can be used to apply "experimental" modifications to your turrets, making them way more powerful and unique.

On top of this, there are plans to add other "dimensions" that you'll be able to go to and setup bases in. They'll provide passive income to your main base, and can unlock the experimental modifications mentioned above by defeating a certain amount of enemies.

Once Update 3 is complete, work on Update 4 will begin, which will be mainly focused on mods and multiplayer, as well as tying together the mid-late portion of the game. Once Update 4 is done, work on the full release will begin. I would love to hopefully have the full game finished by 2022, and then continue periodic content updates for it well into the future!


In the mean time, I've been dabbling in another project on the side. There's no name for it yet, but essentially it's a survival automation game that takes place on an alien-like planet. Your goal will be to survive the harsh conditions of the planet (including an array of hostile alien species that all want to kill you) and setup a fully-fledged factory.

This might sound a lot like another relatively popular factory game, (not naming any names) but this game will go a lot more into the survival aspect. You'll need to manage your oxygen outside of your hab unit, setup communication networks across the planet, scan different life forms to retrieve their bio-data, and more! The game will also be VERY intense, as enemies will be able to permanently damage you by literally ripping off limbs from your body.

If this sounds interesting to you, you can check it out here: https://discord.gg/XuZDADZWtn


That's it for now! Sorry for the lengthy post, but I just wanted to keep everyone in the loop with whats going on. If you have any questions or concerns, feel free to let me know!

Thanks for reading!
~ Ben