Fighter Infinity Universe has been the main focus of activity for the past several months. There’s been a lot of progress since the original screenshots were taken, so I’ll get some fresher ones up soon. The good news is that a lot of the fundamental aspects of the code architecture are in place and looking really good. This includes the MVC-style framework for the entire application, as well as the core of the user interface, which you can finally see some of. The bad news is just that there’s still tons of work to be done to get something playable into peoples’ hands.
FIU is a big game - the biggest I’ve ever been crazy enough to try to make. My main challenge is to get the game to a state as early as possible that still gives off a decent feeling of the game. FIU is fairly unique because it creates a whole living world with lots of emergent properties. Unfortunately this means that until lots of the different subsystems are in place to at least some degree, the resulting gameplay won’t be very representative of the final product.
My current plan is to do a super-duper early release of the game with just really, really basic resource collection, unit production, and combat in place. These are all of the elements of a typical turn-based strategy game where your only real objective is to kill all of the enemy units. And that’s not what FIU is going to be like. So I’m worried that a release at this stage will give a very false impression of the gameplay. It’s going to be very limited in both breadth and depth compared to what I’ll have once the game really gets underway. But I know that getting something in front of people as early as possible for feedback is really important, so I’m going to give it a careful, cautious try.
The current goal for FIU is to have the resource-production-combat gameplay in and polished (if shallow) in a release-ready package by the end of 2012. I’d love to have it earlier than that, but I don’t want to commit to something that I don’t know I can do.
This game is getting a lot of love from the people who’ve played it. It’s simple but unique, has good replay value, and is easy to pick up and play in a small amount of time. As a result this is the first game that I’m going to try to get a lot more visibility for.
1) First I’m going to try to polish up the game a little bit more. I’m going to try a new style for the tutorials for my games that actually walks you through things more instead of just being like a book you have to read.
2) I’m going to add some animations when you pick up a card so that it’s more obvious what is actually happening.
3) I’d like to add some instructions for how to actually deal the game with real cards in case anyone wants to do that just because it’s nice.
After all of that is done, I’m going to start hosting the game on my own site and get that to be public. Then I’m going to try to get it up on Kongregate as a way to really test the water.
In the (probably unfortunately far) future, I’m going to be looking into making a mobile version of the game if there’s enough interest for it.
Plotz has been enjoyed by a few people now and I want to make the first expansion for the game later this year for sure. The new expansion is going to focus on adding a new system of microbes to the soil. This will be a new way to improve the nutrient usage and creation in soil, and should encourage more crop rotation since different good microbes will be seeded by different families of plants. The expansion is also going to bring the concept of soil toxicity into the game, so different fertilizer types will start to have more long-term consequences for your farm. Once I get the final design for this done I’ll post it up so people can give feedback.
That’s All For Now
A big thanks to everyone who has played any NC games and given feedback so that I can continue to make more enjoyable stuff for everyone!