Difference between revisions of "AI War 2:The Arrival of Fleets"

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(Not yet released -- we're still working on it!)
 
(Not yet released -- we're still working on it!)
  
''We are breaking all the savegames again, sorry about that.  This should be the last time for real for real, although we've said that before.  It's not our practice to do this sort of thing at all, typically, but this game has been going through a lot more pre-release evolution than most of our titles have.  The old savegames won't even make sense in the new version, really.''
+
''We are breaking '''all''' the savegames again, sorry about that.  This should be the last time '''for real''' for real, although we've said that before.  It's not our practice to do this sort of thing at all, typically, but this game has been going through a lot more pre-release evolution than most of our titles have.  The old savegames won't even make sense in the new version, really.''
  
 
== Prior Release Notes ==
 
== Prior Release Notes ==
  
 
[[AI War 2: Early Access Starts!]]
 
[[AI War 2: Early Access Starts!]]

Revision as of 11:12, 6 March 2019

Known Issues

  • The lobby interface is currently temporary, and undergoing a complete overhaul.
    • It's suggested that you use the quick start option instead.
  • Multiplayer is temporarily disabled while we focus on tightening up the single-player loop.
  • There are a variety of ships/units that don't have final graphics at the moment, though they all have their icons.
  • We're in progress with a major revamp of some systems based on cumulative feedback in order to push the game even more towards the feel of the original game... despite further divergence from it at a mechanical level.

What's this phase all about?

After 3 months of Early Access and 2+ years of development, we've reached a point where we know what we want the 1.0 version of the game to look like. SO very much about this game already works well, but there are some major deficits coming into this phase when comparing this sequel to the original game. The aim of this phase is to close those gaps and make this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay, and so on.

There's also of course still more polish and bugfixing that we want to get done, and the lobby redo is still scheduled of course (but quick starts are an awesome alternative, and have helped us to defer a final design for the lobby as we formed up some other bits of the game first), but we're feeling really good about this final sprint toward 1.0. We still do need to also finish some graphics for the existing ships, but they all have their icons.

There is some more content coming as part of this phase, kind of by definition -- fleets as a concept Change Everything in a good way -- but the focus is on taking what is a pretty awesome game with a lot of depth and pushing it to a level that we hope beats the pants off the original, finally. Stay tuned.

Version 0.900

(Not yet released -- we're still working on it!)

We are breaking all the savegames again, sorry about that. This should be the last time for real for real, although we've said that before. It's not our practice to do this sort of thing at all, typically, but this game has been going through a lot more pre-release evolution than most of our titles have. The old savegames won't even make sense in the new version, really.

Prior Release Notes

AI War 2: Early Access Starts!