I'm going to make sure to do one of these updates at least once a month from now on just to keep tabs on the progress of everything. Being regular is probably a good thing.
Some business-y stuff is coming up soon. As I get more and more stuff ready for public eyeballs I have to get more business-like I guess. So in the next couple of months I'm going to finally set up an LLC properly, which should help if I ever make money or bring outside folks onboard. Also the website will be going live pretty soon so that I can use it for a landing place for whatever I start advertising.
Plotz is the big news right now. I've been working on a big overhaul of the game to get it to fit in a smaller size screen. This required a lot of refactoring work and sucked up all of the time I was planning on using for new expansion content, so it bumped the schedule a bit.
The new version is going to be out soon, definitely this month! Unfortunately save games from the original demo are just not going to be compatible due to the new world map being smaller than the old one.
The player's farming area is now smaller, which will hopefully help new players realize they shouldn't plant too much stuff right away. It also makes it easier for me to have the full version game expand the farm if you have enough money. Since you have less soil you'll also have to be extra good about keeping it in good shape!
One new bit of functionality for the next release will be the day timer. Each day will now only last a certain amount of time, and then the day will automatically advance. I added in some morning and evening lighting effects for fun. There are also new weather effects which are ok...
Art! Yes, pictures and graphics. I'm not an artist. Plotz needs good art and graphical effects. Ergo I'm about to start looking seriously for some outside help. Once I get the current version released and get some of the previously mentioned business-ish stuff done, I'm going to get serious about finding help. My real goal is to find a partner for Plotz and other projects. If that doesn't happen though I'll try to use my kickstarter campaign to raise cash for a contractor.
Oh, kickstarter. The next step after all of the various updates, business time, and possibly art is to finally put this thing out for the world to drool over. This is marketing, which is not my strong suit. So it'll be highly experimental. Good things are coming, though. Good things.
A last little note - a brand new style of tutorial for the game is coming. Yes, I have heard all of you amazing testers screaming about the terrible tutorial. I hear and I obey.
Thanks a ton for everyone who played the game and shared your thoughts. It is hugely helpful!
Fighter Infinity Universe
Design and development for FIU continues. Ship movement is my current focus, which an aim toward getting a combat-capable system in place this month. I've decided that the combat gameplay is worth focusing on as a whole to prove out a lot of different aspects of the game. Even though FIU won't be an all-out combat all-the-time kind of game, the combat is of course still extremely important to get right. It's a pretty easy thing to call gameplay too, so it's something I can get in front of people to have fun with and get some good feedback on while I develop some of the deeper stuff in bits along the way.
I'm pushing to try and get a really rough first pass at AI driven combat in place by the end of this year. Production probably won't make it by then.
I promised new screenshots for all of the fancy new UI a long time ago and never did it! So here you go now. It's actually pretty exciting. The new UI windows can be a few different sizes, can be moved around the screen, and can be minimized. The new sidebar holds icons for all open UI windows. The base of all of the infrastructure is in place now so I can support all kinds of different window content with a consistent look and feel.