Why a time limit? Choices and mission outcomes have consequences in #Exosolar and I want to introduce the concept as early as possible.
Failure to stop the Void Rogers building capital ships means they have them in the next mission.

Why a time limit? Choices and mission outcomes have consequences in #Exosolar and I want to introduce the concept as early as possible.
Failure to stop the Void Rogers building capital ships means they have them in the next mission.
#Exosolar full M2 has the player on the offense; conquer three enemy systems and stop them within the time limit.
To recap:
M1 is all about movement, combat, and heroes.
M2 is about planets, building, capturing, and time limits.
#indiedev #gamedev #RTS #strategy #indiegame #gamedesign
New #Exosolar M2
Starts out with three planets to conquer, no enemies, and follow-up objectives to find a resource cache, build a platform and a ship
This is teaching the main game loop. Conquer a planet, fight for the next, build to grow
#indiedev #gamedev #RTS #gamedesign #Strategy #indiegame
#Flashback: the old #Exosolar M2.
It had everything: combat, planets, asteroids, flanks, timers, fail states, first alien intro, massive invasions, black holes...
It tried to teach too much and was too hard.
The new M2 is more focused, a peak coming this weekend.
#indiedev #gamedev #RTS
Build Objectives.
Now I can tell a player to build x thing and track it.
This could be on a specific planet and a specific platform, or a generic build some ship 10 times.
#gamedev #indiedev #RTS #Space #Strategy #Exosolar #indiegame #objectives
#Flashback #Exosolar is a game about choice.
I want to have multiple story paths based on missions, outcomes, and even hidden secrets.
One way is through Briefing choices, here is a cheeky example of cutting off the man.
#gamedev #indiedev #RTS #Space #Strategy #indiegame
#Flashback of the first mission a year ago.
1 minute, click till you find the exit.
Playtesters at #MDev were not interested in what was next and it does nothing to represent the game mechanics.
I'll show the redesign tomorrow.
#Exosolar #gamedev #indiedev #RTS #Space #Strategy #indiegame
#screenshotsaturday is a before and after.
A year ago I was planning on using volumetric clouds for space dust, but they didn't play well with my build.
Now I'm using nebula system, which gives me more dynamic colors.
#gamedev #indiedev #Exosolar #RTS #Space #Strategy #Unreal #indiegame
Piece selection was initially in map as a quick prototype for the ship builder.
Now I've moved to the radial menu for looking for specific parts and A or D to cycle through.
#gamedev #indiedev #Exosolar #RTS #Space #Strategy #Unreal #indiegame #shipbuilder #spaceship