Wrapping up the alpha updates
The first few days of the demo pre-alpha I worked on improving the game on your feedback. That phase is now coming to an end.
I wanted to thank everybody that took an effort to post their comments, issues and bugs.
When working solo on such a big project any first contact with actual gamers is going to be intense.
I choose to tackle that with a period of high speed updating and iterating. And your help in this was invaluable and appreciated.
To show the amount of changes here is the changelist of all that was achieved. Quite a good haul I'd say. I did make a few mistakes amongst which where the wrong mouse button bingings and for a period wednesday all the captains for hire had the same text (oops). I'm grateful for your patience, doing this can be messy. But i'm happy with the result, and I hope plenty of you get to enjoy the end product.
After monday the demo will go offline and when a new demo or testing period starts I want to assure everyone of a few features which are top of my list
I hope to see you then and feel free to continue playing the demo, sharing screenshots and streams or join the discourse if you want to be involved in further alpha and beta tests.
https://discord.com/invite/falconeer
Cheers,
Tomas
the list of changes last few days:
I wanted to thank everybody that took an effort to post their comments, issues and bugs.
When working solo on such a big project any first contact with actual gamers is going to be intense.
I choose to tackle that with a period of high speed updating and iterating. And your help in this was invaluable and appreciated.
To show the amount of changes here is the changelist of all that was achieved. Quite a good haul I'd say. I did make a few mistakes amongst which where the wrong mouse button bingings and for a period wednesday all the captains for hire had the same text (oops). I'm grateful for your patience, doing this can be messy. But i'm happy with the result, and I hope plenty of you get to enjoy the end product.
After monday the demo will go offline and when a new demo or testing period starts I want to assure everyone of a few features which are top of my list
- A map, yes this well be added asap
- An upgraded photomode perhaps even transformed into full free roam mode.
- Some sort of captain inventory or route overview is also under consideration
- More things to do in the open world
I hope to see you then and feel free to continue playing the demo, sharing screenshots and streams or join the discourse if you want to be involved in further alpha and beta tests.
https://discord.com/invite/falconeer
Cheers,
Tomas
the list of changes last few days:
- Camera inversion can now be set per axis (so vertical or horizontal control inversion)
- edge scrolling setting moved to controller screen
- edge scrolling is no longer affected by camera inversion
- in multi-display mode the mouse cannot leave the game window when it has focus
- when you alt-enter the mouse can leave in windowed mode
- pressing the build button on a harbor will open the captain screen,
- pressing on the build button on a end-harbor will open the captain screen, AND select the start harbor (move the camera there as well).
- changed texts around harbors to indicate you need to switch to surveyor
- added some text to the captain screen to clarify things
- f you move away from a command tower with a commander it will update all the props (if you changed something). The bigger and more expansive a tower the more commander props it gets, this thus gets more updated if you changed something.
- a few edge areas between the water and the rocks in the starting area had hidden 'depth's to them preventing easy building of walkways, but in some "stepping stones" to prevent issues
- Added a beacon effect when you command your surveyor and made it urgent..
- can no longer build a harbor where its nearest neighbour is also a harbor.. (prevents people building useless chains of harbors)
- traderoutes are build only in the deep water, preventing them from hitting your settlements in the shallows
- beacon also on building spot
- captains for hire stop being active after 300 seconds , if it borks it will work again
- surveyor doesn't pirouette when you stop
- the compass homing beacon back to your base wasn't gold and blinking anymore
- the sun was dipping too low
- removed some jitters from the airborne cursor, it's not getting every jitter and bump of the surveyor translated to itself. Should feel less bumpy.
- MLB and MRB switched
- No auto switching to ground after building
- An updated visual to indicate what tower will be selected with the cursor on the ground
- No selection when pressing select on a tower
- A harbour always makes its first wall automatically to connect it
- Space AND MMB switch between air and ground (space being the bound key now)
- Changed that the ground cursor is placed on the level of the ground , this makes it on top of any build line icon. And thus no depth or height difference when trying to select, you need only aim at one spot, sure to fix some mis-selections and mis-builds
- turned on the resource numbers!! lets do it.. more clarity less fumbling..
- tried to remove the captain encounter reset of the gui that would happen after a second sometimes
- same for random encounters
- after building from the surveyor the cursor will reset, so it doesn't randomly jump when done.
- issues with encounter text being identical fixed
- encounter buttons acting strangely fixes
- surveyor hanging on harbor after building fixed
- fortress harbor doesn't extend an auto walkway
- first outpost in freemode does get autoswitch to ground to get you started
- captains lost in campaign doesn't effect freemode captains
- nullref fixed when you demolish harbors quickly in succession
- increased draw distance to hide ugly horizon line
- set voice over repeat interval from 20 seconds to 200 seconds ! (shut him up)
- removed jank from scrollwheel zoom