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Demo Build 5

[p]This update brings several big features.[/p][p]A new sandbox (creative) mode allows a freeform vessel creation and matchmaking.
It lacks some features and QoL stuff, but it's a start. It is also a good place to experiment
with your programming.[/p][p]The second big change is software unlock system. Instead of dealing with a randomized tech tree,
you now have a learn-by-example system.[/p][p][/p][h3]Sandbox Mode[/h3][p][/p][p]The sandbox mode consists of two parts: the vessel editor and arena.[/p][p]In the vessel editor screen you create vessel designs, equip and program them, and optionally attach some metadata like a description text.[/p][p]Then you can use these designs in the arena section. It supports up to 4 fleets with up to 8 vessels. Every fleet can have one of the four team flags set (so it's possible to do all combinations like 1-vs-3, 1-vs-1, 2-vs-2, everyone-vs-everyone, etc.)[/p][p]I am planning to extend both of these sections later. The arena would allow more combat options, and the vessel editor will be more convenient to use. It's also planned to add a pilot editor and maybe a fleet template editor (so you can save a fleet as a template for quicker access).[/p][p]When you launch the game, the content in the sandbox mode will be somewhat limited. Only the basic equipment with a low-tech level will be available there. The programming commands are also limited to the basic set. To unlock more, you would need to play the campaign mode. Whenever you unlock an item or a programming command in the main mode, it will also be unlocked for the creative mode.[/p][h3]Programming Progression Redesign[/h3][p]As before, you start with a very basic command set.[/p][p]The software research tab is still there, on your NebuLeet management screen, but it works differently. In order to unlock a new programming commands bundle, you need two things:[/p]
  1. [p]A spare research point (awarded every 100 days)[/p]
  2. [p]A source material to research that bundle[/p]
[p]The source material is any equipment part you might have in your inventory with a matching bundle preinstalled. You can see which bundles any equipment part has by using the "inspect" context option. For example, this item has 3 bundles installed, with one of which being the Angle Processing Kit:[/p][p][/p][p]If you open its software (by pressing the "edit software" context button), you will see that it does indeed use these commands. The default program serves as an in-game example, demonstrating the usage of these new commands. If you like them, consider unlocking them via the software research screen.[/p][p]When you unlock a bundle, it's permanent. I do plan to add a rogue-like mode in the future to force a difficult start for veteran players, but for now, it's a well-deserved metaprogression.[/p][p]The game has many programs with various bundle combinations. Some of them are silly, some of them are relatively good, but none of them is too great. You are supposed to learn from a simple example and then improve on that, iteration after iteration.[/p][p]I also changed a couple of other programming-related stuff, see the list below.[/p][h3]Other Changes[/h3][p]Balance:[/p]
  • [p]Slightly increased the HP scaling of wings and body parts[/p]
  • [p]Lightweight affinity now gives +2 DEF instead of +1[/p]
  • [p]Engine prices are recalculated, rotation is now more expensive[/p]
  • [p]Drone launchers are now more expensive[/p]
[p]Programming:[/p]
  • [p]Added an "android-only" mode; programming hardcode is here![/p]
  • [p]Removed rally-point logic from most of the bridge program templates[/p]
  • [p]Androids can now learn traits, their pool is limited, and they get much less trait points overall[/p]
  • [p]All androids are passively "uncontrollable" by default, they can learn "controllable" (*)[/p]
[p]Space map/astroscape:[/p]
  • [p]Added a planet list bar; can be used to quickly find planet locations[/p]
  • [p]Added production points display[/p]
[p]Base building/flagship:[/p]
  • [p]Can now rotate a module that is being moved/constructed[/p]
  • [p]Halved most of the module relocation times[/p]
[p]Onboarding/tutorial:[/p]
  • [p]Added a "comeback" mechanism that kicks in when you're in a big trouble[/p]
  • [p]Removed a mandatory retreat event (it was clunky and confusing)[/p]
  • [p]Added a trade-related event[/p]
  • [p]Added a space scouting-related event[/p]
  • [p]Improved the tutorial sequence pacing[/p]
  • [p]Better locked slots/hangar hints[/p]
[p]Content:[/p]
  • [p]A new engine design - sideburn[/p]
  • [p]A new unique weapon - a photon bolter turret deployer[/p]
  • [p]A new command set - color-based programming (useful with turrets)[/p]
  • [p]Added cult carrier vessels to the campaign[/p]
[p]Other:[/p]
  • [p]Extended some events descriptions; it's mostly a flavor text[/p]
  • [p]Extensive tooltips for vessels (shows their stats)[/p]
  • [p]Improved resource market tooltips (less text now)[/p]
  • [p]Vessel slot gets a red outline if it has errors[/p]
[p]Bug fixes:[/p]
  • [p]Fixed "radar" command set for drones[/p]
[p](*) An uncontrollable unit can't be commanded during the pause. You can't set a rally point by right-clicking, neither can you change its target by right-clicking the enemy. By learning a "remote control" trait at level 10, an android can be commanded like before. It will still require you to code the logic on your own though as now it's not a default program for most of the nav bridges.[/p]

Demo update 4

After doing some extensive playtesting and getting feedback from the players, I am pleased to present a new demo update.

Content:
  • Planet random events/status effects
  • New NPC vessel classes - Destroyers, Carriers, Fiend
  • New equipment: weapons, body parts, drones, and more!
  • More high-level encounter lists
  • Reputation has additional gameplay effects now
  • More pilot behavior packs
  • New mission types (Pirate Carnage and some other)


When speaking numbers, it's around 30 new NPC vessel templates, 10+ new equipment parts, 10+ new encounter lists, 20+ bot behavior programs.

This update moves the endgame mark when the game has no new content to offer from ~2 hours to around 4-5 hours. It's still not even half of what's planned for a full release, but I'm getting there.



Gameplay:
  • A much better period report screen
  • Negative events are hidden from the journal until the report is revealed
  • Most NPC squads have a captain assigned


UX/interface:
  • Combat overlay (pause, fast forward)
  • Reworked vessel validation - it's non-blocking now
  • Added post-battle per-weapon damage stats
  • Show current reputation level in reputation change tooltips
  • Can repair vessels even when not entering the vessel screen not from a shop
  • More tooltips (hover over Android and Mercenary tags, etc.)


Game balance:
  • Better experience reward curve
  • Adjusted planet research rates
  • A slightly improved equipment pricing
  • An attempt to improve the difficulty scaling curve


Bugs:
  • Fixed
  • Fixed repair bugs
  • Added some missing translation strings (e.g. "weapon_fire_arc")
  • Fixed "empty" target selection


Destroyer-class vessels

The upcoming update will introduce a new NPC vessel class - the Destroyer.

Combining the offensive power of Fighter and armor-focus of a Guard, the Destroyer is one of the most dangerous dominion vessel you can encounter.

There are several tiers of Destroyers, but even the weakest destroyer can be problematic for an unprepared fleet.

Here are some designs I made for Destroyers:



The Next Fest demo is out!

The demo is out!




Go ahead and play it out, then tell me about your experience.

The demo has content for 4-10 hours of gameplay, depending on what you want to achieve, or more if you try to explore the programming side of the game to its fullest.

Here is what I am going to focus on while working on a final release of the game:
  • Final missions that will conclude a run
  • Better onboarding and explanations of mechanics
  • A better difficulty curve and progression
  • Some metaprogression (unlocking new layouts of the flagship, etc.)
  • More content in all areas
  • Save game/program/vessel design
  • Async multiplayer mode and online leaderboard
  • More music, and more changes to the already existing remixes
  • Plus some more stuff you might expect from a finished product (e.g., a fully working settings screen)


I prepared a small hint list for the new players. Use it if you have difficulties playing the game and/or if you have never played a game like this.

Here is a short video of me playing the game:

[previewyoutube][/previewyoutube]

If you have any questions, feel free to ask.

Did you enjoy the game? If you wishlist it, the chances of its success are much higher.

Devlog 2 - how programming is integrated into the game

NebuLeet includes two archetypes of pilots:

  • Humans with behavior (I'll call them mercenaries for convenience)
  • Programmable androids


Mercenary pilots' behavior depends on their stats, level, and personal traits (like Coward). They bring an auto-battler aspect into the game. You build and configure vessels, they do the piloting part.

Although this game can be played without programming, it's an essential feature that can improve the experience and open new possibilities.

A fully automated vessel? Great, that's possible.
A partially automated vessel, where you manually control the other parts? Yes, do it!

Or what about a manually-controlled vessel? You heard it correctly, programming is a way to get an arcade-style or RTS-style control of a unit, just make sure it moves, fires, and rotates in response to your button mashing.

Here is an example of the manual movement control scheme:



These little blocks are called commands. A sequence of commands (from top to bottom) forms a program.

There are several challenges when trying to combine auto-behavior of mercenary pilots and programmable androids. If no good programming is done, mercenaries are much better and require less efforts from the player. But if you create a good algorithm, it can dominate the scene.

And there is also an onboarding aspect of that - programming is harder to get into as you need to learn more mechanics of the game. We can't throw everything the game has onto the player and expect them to figure it out.

Instead, the player starts with a very limited set of commands available to them:



This reduces the cognitive load at the start. It also fixes the problem of overpowered androids in the early-game phase.

All equipment parts (navigation bridges, weapons, artifacts) also have default programs preinstalled. This serves as a programming example for beginners. In addition to that, it makes purchased items useful right away, without any re-configuration. There are multiple preinstalled programs, but only one of them is usually available from the start - the most basic one. This is because the programming commands pool is so limited, nothing fancy can be loaded into device even if it has the program listed.

So how do we unlock new programming commands? This is where software tech tree (ahem, grid) comes into play!



This grid is randomized every time you start a campaign. It consists of "command bundles". The bundles usually contain around 2-3 closely related commands.

You start by selecting a tech tree root - it can be any tile, for free. Then you can move from there by unlocking a tile that is adjacent to any of already unlocked tiles. The price increases every next tile, so prioritization is the key.

Once you unlock a tile, new commands that this tile (command bundle) provides are added to your pool. This means you can create more sophisticated programs on your own or use a more advanced pre-installed program of any given device.

You get Android Evolution Points when android pilots get combat experience. That's it - if there are no androids in your squad, no points are awarded. Both mercenaries and androids have their merits and it can be beneficial to use both, so consider this to be another parameter for optimization.

The potential for coding increases dramatically as you move towards the end-game. You can even encode state machines, but I won't spoil the fun of discovering the solution for you!



I hope this system will make multiple styles of gameplay somewhat balanced: from a full autobattler wth zero or very little programming to a full programming showdown in the style of Carnage Heart.