When I began working on Sector Six, I didn't knew that it would become this big.
I didn't knew that Sector Six is going to be in Steam, I didn't knew that it will get so much positive feedback, I didn't knew that one day I will write 50th development blog a.k.a. echo about it.
But it all happened and it's amazing!
So, how did it began?
In 2014, after finishing my first game, I immediately began working on Sector Seven. I had the idea of allowing player to build spaceships out of destructible blocks. Two months later Sector Seven was finished. It was weird, clunky, pretentious shoot 'em up with light RPG elements and many, many problems.
But I glad I made it, because without out it, there would be no Sector Six.
I promised myself that I would make Sector Seven sequel. Later I have decided not to, but then...
One quiet summer morning I woke up with weird images in my mind. It was epic black spaceship silhouettes and I knew they were built out many blocks.
I created new project file, called Shadow Sector the same day. Later I decided to call it Sector Six.
In the beginning, I didn't worked on Sector Six much, I was focusing on my other game, Lur. Just like Sector Seven, it wasn't a good game, but while making it, I got experience, that I needed to make Sector Six.
I have finished Lur on January 2015, redirected my focus on Sector Six and intense development began.
Back then Sector Six was similar to Sector Seven. There was no inventory, blocks were simply bought for currency. Those blocks didn't had any stats and they were destroyed on hit. Lose all blocks and game is over.
Back then I was playing Path of Exile and Torchlight. So another idea hit me. What if blocks had random stats and you could get them by killing enemies? I already knew how to make inventory and generate random loot from Lur, so I decided to give it a try. And it worked!
Oldest Sector Six screenshot I have
When I finally made Sector Six playable, I have uploaded first alpha version. After Sector Seven and Lur I didn't expect anything, so I was surprised when Sector Six received good comments and ratings. I knew that I can improve the game, so positive feedback about the alpha version made me really excited about the future of Sector Six. And I began working on Sector Six like crazy!
Months started flying by. Interface overhaul, combat overhaul, Steam release, graphical overhaul...
It was awesome and I think it will continue being awesome!
I said this before, but again, thanks for playing and supporting my game! And for reading this echo!
For those who are interested in seeing what was Sector Six like in the very beginning, I have uploaded old Sector Six version on Itch.io
Sector Seven can also be found there.
Now a bit about future!
Last week I have successfully implemented modified enemies!
There's just four modifications yet, but there should be more in future.
Modification 1: Fires missiles at your location
Modification 2: Double armour
Modification 3: Drops swarmlings when destroyed
Modification 4: Drains ether
With modified enemies in, I can work on modular difficulty system! It should take me one, maybe two weeks to finish and then I'll update the game, hopefully it will happen this month!
After modular difficulty system... Well, there was massive interface update, massive combat update, massive graphical update... Now it's time for massive story update! After modular difficulty system I will be working on story missions. A lot of them!
So, that was the 50th echo, until next time!
Modified scion swarm
Old Colowis background
Pink screen of death
Combat overhaul in development
Invasion core and the glitch of the thousand suns
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!
Sector Six is now available to buy!
Click here to go to Steam.
I need your feedback to make game better, so if you found a bug, got a suggestion or noticed a design flaw, go to discussions and tell me all about it!
Currently I am polishing game and preparing to work on next game update.
Click here to view possible Sector Six updates!
Vote on things you would like to see added to Sector Six on the next update.
Have fun playing!
PS.: Steam cards should be added in a few days.
New Sector Six version can now be downloaded!
The biggest change of this massive update is the whole combat!
Abilities has been reworked!
You cannot spam abilities anymore, after using an ability, it will have to cool down.
That means in order to fight efficiently, you must fill your ability bar with abilities.
Using many abilities instead of one should make combat much more exciting!
Abilities can also be unleashed.
Unleashing ability is like making a critical hit in other games, except that every ability does something unique when unleashed.
Please note that most of abilities cannot be unleashed yet.
Now there are four attributes, one for each class - aggression, resistance, mastery and capacity!
Attributes are like passive abilities, except they have no cap and have dominant bonus.
Dominant bonus is only active if class of the attribute is dominant.
For example capacity, carrier class attribute, will grant damage bonus if player has spent most technology points on carrier class abilities.
A lot of changes has been made to enemies!
Destroying breakable enemy segments is now the key to weakening or even destroying enemies!
Enemies now have destructible weapons, armour, weak points, repairing pylons...
More segments will come in future with new enemies.
Enemies now use more interesting attacks and now can have up to six of them!
Now player and enemies can shield themselves!
Shield protects from abilities and projectiles, except piercing ones.
New boss has been added!
Armoured colony seeker owns three repairing pylons, six deadly attack abilities and three guardian minions.
Defeating armoured colony seeker will reward player with three optimized or better parts!
Now player is able to customize the way game is controlled!
Don't like holding Q to use alloy container?
Change it any other key on the keyboard!
Now spaceship parts can have unleash chance and attribute increasing properties!
Amount of possible unique parts has vastly increased, although not all of those part properties are useful yet.
Mac and Linux
My publisher has helped me to compile Sector Six for Linux and Mac platforms!
Hopefully more people will be able to enjoy Sector Six.
There's hundreds of smaller improvements!
Graphical fixes, interface improvements,
Give me your feedback
With so many changes made, I'm sure at least some of them require tweaking.
I will continue working on combat after this update, but I need your feedback!
Glitch? Overpowered ability? Annoying enemy? Unfair difficulty?
Leave a comment and I'll try to fix the problem!
After this update, I will be making new tutorial, polishing new combat and adding content like new abilities and enemies.
Aside from that, I will work with my publisher to make Steam Greenlight and Kickstarter campaigns!
Keep an eye on updates!
Until next week, I'll be waiting for your feedback!
PS.: This version has no tutorial and story mission II. This is temporary.