This week I have improved inventory!
Now when you fill the inventory, it becomes bigger, that means items will never be lost because there’s not enough space in the inventory!
Filling inventory creates new inventory page. Removing all items from last inventory page, deletes that inventory page. And there’s a limitation – if you want to start new mission, you cannot have more than 3 inventory pages. The inventory is infinite, but your computer’s power is not!
After more than 10 pages created, FPS severely drops when adding the new item to the inventory, this should be even worse for the slower computers.
I could probably optimize inventory system to allow having 100 and more pages without any lag, but I would need to completely rewrite inventory system and I don’t want to do that. It would take a lot of time and 3 inventory pages – that’s 198 slots! – is more than enough, for now.
I wanted to make inventory kind-of-infinite, because the modular difficulty system will reward player with a lot of items at the end of the mission.
Here is the challenges that the modular difficulty system will offer:
Minions will have 50% more armour.
Minions will deal 25% more damage.
You will have a chance to encounter dreadnoughts.
The Assault of the Modified
There will be more modified minions.
The Rain of Fire
Every 10 seconds the missile will be fired at you from the bombardment station. Find and destroy bombardment station to stop this.
Risk for Reward
XP and parts earned in this mission will be lost, if your spaceship will be destroyed.
Doubles required kill count for kill missions, doubles escort distance for the escort missions, doubles ruin data required for resurrection missions, doubles guardian kill count for the boss missions.
Only the Strongest
Swarmlings will only spawn with the big enemies, probes or scions will not spawn.
Every challenge/difficulty system module that you will accept will increase reward that you will get if you will complete mission with increased difficulty.
1 Module used
1 amplifier, 1 optimized part
2 Modules used
2 amplifiers, 3 optimized parts
3 Modules used
4 amplifiers, 6 optimized parts
4 Modules used
6 amplifiers, 3 advanced parts, 3 optimized parts
5 Modules used
8 amplifiers, 6 advanced parts, 3 optimized parts
6 Modules used
10 amplifiers, 6 extant parts, 6 advanced parts
7 Modules used
12 amplifiers, 12 extant parts, 6 advanced parts
8 Modules used
14 amplifiers, 12 extant parts, 12 advanced parts, 6 optimized parts
If you have never enabled hard mode - amplifiers are the items that you can use to upgrade spaceship parts. Upgrading makes the part as powerful as the part from the next tier. E,g,: upgraded generic part is like normal optimized part.
Of course, this is just a plan, just a bunch of ideas, so I don’t really know how will this look in the end! But I hope as cool as I imagine it now!
Next week I will continue improving inventory and items.
I will make amplifiers stack-able, I will make amplifiers for properties that don’t have amplifiers yet, I will merge apocalypse/carrier/goliath/nomad ability unleash chances into universal ability unleash chance, I will improve tooltips and maybe I will even start working on the modified enemies. (Does anyone remember sniper veterans?) After all that, I will be ready to work on the modular difficulty system!
Until next week!
Graphical update is here!
I proudly present one of the most game changing updates in Sector Six history!
It is also the last alpha update - with it Sector Six enters beta!
Sector Six backgrounds have received many improvements – now they behave more realistically, give better illusion of depth and look more interesting because of the color layer.
New backgrounds have been added for every region and existing ones were improved.
New animations has been added for actions that previously had no animations.
This includes part installing, region entering and ability upgrading animations.
Combat is now more fun! Projectiles have better particles, Missile Strike, Spread Mines and Death From Above abilities are faster, dreadnoughts attack only higher level players and are encountered less often, escort missions are less annoying, retreat exploit is fixed and so on!
I have cleaned up ability interface, moved combat HUD armour, alloy and ether bars closer to the center of the screen, added loot box to the mission results interface, updated floating text system and improved part placing code, now placing parts in the building field is easier.
Now that alpha is finally over, there will be a lot more content updates!
This should be the most interesting development phase,
First beta update will be modular difficulty system and infinite inventory.
Modular difficulty system will allow players to make game harder for rewards, that will allow them to make game ever harder!
One of the most game changing updates in Sector Six history is coming in two days featuring:
Hang in there!
This week I was working on stuff that is not interesting to write about, so instead I'm going to evaluate current status of the game.
I am almost done with the graphical update and that means Sector Six is going to enter beta soon!
And this is with what the game will enter it...
Left to do: Implement two tracks.
Sound effects: 80%
Left to do: Some sound effects could be replaced with better ones.
Left to do: I'll think of something.
Left to do: Map interface rework, avatar customization.
Left to do: Chaos mechanic, 12 abilities per class, 4 classes, unleashed ability effects, passive abilities, modified enemies.
Spaceship building: 70%
Left to do: Part set effects, more part properties, calibrating, item stacking, part filtering.
Region missions: 20%
Left to do: More mission types.
Region bosses: 25%
Left to do: More bosses.
Region enemies: 40%
Left to do: More enemies.
Story missions: 10%
Left to do: 30 story missions?
Story bosses: 0%
Left to do: The Machines: Astrail, Numinor, Hivind, Ourend, ???, ???, Ligwitch, Malasmor.
Left to do: More achievements
Left to do: Shops, secure regions, modular difficulty system, crafting system, the Router, endgame, controller support, local co-op mode.
Beta: 2016 August
Full release: 2017?
Core of the game is done, Sector Six will no longer drastically change.
Almost all upcoming updates will be content updates!
Get ready to fight the Machines, get ready to make game ten times harder, get ready to craft quad weapons, get ready to master goliath and nomad classes, get ready to enter mysterious regions outside borders through the Router...
Get ready for beta!