ARCHANGEL ANNOUNCEMENTS JULY 2018
Welcome to our second issue of Archangel Announcements.
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We have decided to change the way in which we release updates for the game. Thus far, we had been updating the publicly accessible game weekly, though several major updates we had released suffered from severe bugs and problems that we regretfully had missed or overlooked.
We are a small indie company, and admittedly, we do not have the resources to continue operating with weekly updates like before without running into such issues.
This is why, we have decided to space out our public release updates, without strictly adhering to weekly schedules. This way we can ensure that only our most recent stable build will always be what is publicly accessible.
However, to go with this change, we intend to make a 'preview' version of the game which we will update very frequently (potentially nightly), representing our very latest (and most likely buggy) version of the game. Players may opt into playing this version of G:A and see the latest progress of the game's development if they do not mind dealing with bugs.
We will create a thread in the game's Discussion Forum to track these Preview Updates, as opposed to the announcements we make for Public Release Updates.
More details and instructions on how to opt in to this new system will follow. Stay tuned to our social media and our discussion forums this friday. (07/06/18)
Last month, we discussed our major rework of the game's physics framework to better improve our netcode. We are still in the process of fixing this issue. We aim to fully complete the transition by the end of the month.
We may start testing the new physics and netcode via our preview updates (as explained above) by the second week of July.
We will be updating the visuals for the game, following optimization of its graphics for lower end machines. These updates will include changes to the in-game UI, lighting, hitsparks and projectile particles and trails.
Our Wednesday Warzones will serve as a visual preview of our planned changes going forward, so make sure to subscribe to our youtube channel (links below!) We may also start integrating them in our preview updates, as mentioned above.
July will be our second month for balancing. We have had several new weapons and parts come out from the previous two months, and several "OP" equipment have come to light. Some older weapons may also need updating as a result of the new balance changes and available equipment pool.
We intend to release the balance changes in the update of 07/13/18.
We have officially shifted our focus from fully online multiplayer and progression to making a fully realized single-player experience.
This does not mean we have abandoned our initial plans for a fully-formed multiplayer experience with online stores, leaderboards and progression, only that it will be moved down the development line in favor of our new direction.
Neither does this mean that we will give up our core arena multiplayer game modes. We will continue to balance around PVP and update content for our existing couch and online play.
Now, for the campaign's details!
We intend to make a single-player campaign in which you play as a mercenary accepting missions and upgrading your equipment by buying upgrades and new parts.
As you progress, certain factions will either become your friends... or your enemies. It all depends on the missions you choose to fulfill... and who you decide to fight.
More details on this will follow! Stay tuned to our social media updates and Wednesday Warzones to come!
Staying true to the pattern of updates thus far, we are releasing some new parts at the end of this month.
We aim to add two new shoulder weapons at the end of this month.
One of them will be from a never before seen manufacturer, "Bleeding Edge Designs"!
Congratulations to our fashion fight winners, Anubis, Bad Cop, and the Type 89 A8M "Ripzaku"! They will be added as presets in the game and to the canon of the lore!
As per our last update, we had also added two new presets, Rude Boi and SSS.Crimsontrigger, made by members of the Dev Team!
On top of this, we revisited some of our older presets and updated them with our newer weapons. We hope they give everyone a more unique challenge this time around!
_________________________________________________
We hope you stick through with us as we continue development of this game, so we can make it the mecha game of our dreams!
As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!
_________________________________________________
New Update Direction : Preview Opt-in
We have decided to change the way in which we release updates for the game. Thus far, we had been updating the publicly accessible game weekly, though several major updates we had released suffered from severe bugs and problems that we regretfully had missed or overlooked.
We are a small indie company, and admittedly, we do not have the resources to continue operating with weekly updates like before without running into such issues.
This is why, we have decided to space out our public release updates, without strictly adhering to weekly schedules. This way we can ensure that only our most recent stable build will always be what is publicly accessible.
However, to go with this change, we intend to make a 'preview' version of the game which we will update very frequently (potentially nightly), representing our very latest (and most likely buggy) version of the game. Players may opt into playing this version of G:A and see the latest progress of the game's development if they do not mind dealing with bugs.
We will create a thread in the game's Discussion Forum to track these Preview Updates, as opposed to the announcements we make for Public Release Updates.
More details and instructions on how to opt in to this new system will follow. Stay tuned to our social media and our discussion forums this friday. (07/06/18)
Major Netcode Development Continues
Last month, we discussed our major rework of the game's physics framework to better improve our netcode. We are still in the process of fixing this issue. We aim to fully complete the transition by the end of the month.
We may start testing the new physics and netcode via our preview updates (as explained above) by the second week of July.
Visual Updates and Optimization
We will be updating the visuals for the game, following optimization of its graphics for lower end machines. These updates will include changes to the in-game UI, lighting, hitsparks and projectile particles and trails.
Our Wednesday Warzones will serve as a visual preview of our planned changes going forward, so make sure to subscribe to our youtube channel (links below!) We may also start integrating them in our preview updates, as mentioned above.
Second Bi-monthly Balance
July will be our second month for balancing. We have had several new weapons and parts come out from the previous two months, and several "OP" equipment have come to light. Some older weapons may also need updating as a result of the new balance changes and available equipment pool.
We intend to release the balance changes in the update of 07/13/18.
New Single-Player Focus!
We have officially shifted our focus from fully online multiplayer and progression to making a fully realized single-player experience.
This does not mean we have abandoned our initial plans for a fully-formed multiplayer experience with online stores, leaderboards and progression, only that it will be moved down the development line in favor of our new direction.
Neither does this mean that we will give up our core arena multiplayer game modes. We will continue to balance around PVP and update content for our existing couch and online play.
Now, for the campaign's details!
We intend to make a single-player campaign in which you play as a mercenary accepting missions and upgrading your equipment by buying upgrades and new parts.
As you progress, certain factions will either become your friends... or your enemies. It all depends on the missions you choose to fulfill... and who you decide to fight.
More details on this will follow! Stay tuned to our social media updates and Wednesday Warzones to come!
New Parts Coming!
Staying true to the pattern of updates thus far, we are releasing some new parts at the end of this month.
We aim to add two new shoulder weapons at the end of this month.
One of them will be from a never before seen manufacturer, "Bleeding Edge Designs"!
Fashion Fight Winners, New Presets and Updates!
Congratulations to our fashion fight winners, Anubis, Bad Cop, and the Type 89 A8M "Ripzaku"! They will be added as presets in the game and to the canon of the lore!
As per our last update, we had also added two new presets, Rude Boi and SSS.Crimsontrigger, made by members of the Dev Team!
On top of this, we revisited some of our older presets and updated them with our newer weapons. We hope they give everyone a more unique challenge this time around!
_________________________________________________
We hope you stick through with us as we continue development of this game, so we can make it the mecha game of our dreams!
As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!