Still working on patch 0.6.2.3 here, which has a few deeper fixes taking longer than usual.
However, in the meantime, I've had several questions about where the game is going next. So I put this video together to help explain both the long term plans for the game, and what some of the earlier next steps might look like.
I'll let the video do the talking, and get back to coding. Talk to you all soon!
Roll-up a new captain, head out into the boneyard, and start picking over derelicts for useful parts. And when you find "the one," start fixing it up with spare parts and elbow grease, and make it your own. But don't forget to take a break every now and then to visit K-Leg for some R&R. And maybe convince a crew member to join you?
As many of you know, Ostranauts had to delay the June 11th Early Access launch. Testing still showed the game needed work, and both I and Modern Wolf discussed at length before deciding to delay it further. That's on me, and I apologize for getting your hopes up only to let them down.
I don't have a new date in mind yet. However, I do have some exciting news. Ostranauts is going to be in the Steam Summer Festival with a free demo!
New video day! You've been very patient, waiting for a new video since...gosh, was it December? With the rush to get ready for PAX, my video game has been lax. (Sorry, dad pun+rhyme combo.) So to reward your patience, you get TWO videos!
Dev Update Vlog
This first video is a personal message from the developer, found on a derelict Ryokka tug outside of K-Leg:
Hey Folks! At long last, PAX East 2020 is over, and I've returned home. (Somehow, plague-free, even.) And now that I'm back, it's time to take stock of the situation, and plan for the road to release!
First of all, how did PAX go?
I'm happy to report it went well! The image in today's post was the menu visitors saw as they hopped into the demo. The demo could actually be played in one long sequence from creating a captain to piloting the ship, but players could dive-in wherever they wanted.
Hey Folks! Still plugging away at the PAX 2020 demo here, and the goals are the same as before. We have a few fun updates to talk about, though, so I thought it was a good time for devlogging.
One of the bigger changes, and one I've just checked-in, was formalizing the role of relationships in interactions. It's now possible to limit interactions to people who have (or do not have) certain relationships. Some examples of this include preventing AIs from asking for a hug to strangers, or offering to cover a shift for a non-crew member.
Hey Folks! I'm overdue to post another update, and we've been up to a lot since the last one. So I figured I'd catch you all up.
The big thrust right now is to get a playable demo ready for PAX East, which is in about 3 weeks. It took a bit of trial and error to decide on what the demo would be, but I think last week mostly got us on track. So now it's all about execution.
Roughly summarized, we want the demo to leave players feeling like the game will let them:
Hey Folks! Figured I'd post again just to keep you updated on progress. As usual, I've been skipping news most days to get the extra half hour of work, unless there's a screenshot I can use worth seeing.
Happy new year, folks! Hope everyone had a good holiday season. We stayed in town, but we still visited a lot of friends, and had a generally merry time. I also resisted the urge to tinker over the break, hoping the time away would recharge the creative batteries.
And I think it worked! I was definitely excited to get started again, and I feel the extra time thinking before acting again was important.
Hey Folks! Been a few days of silence here, as I try to get some progress that I can show off.
Today's screenshot shows some of that progress, in the new social tactics UI. It's a lot like the old one, except now we start with a nearly empty list of status effects on them. And as we talk to them more, it reveals information about their state of mind.
Hey Folks! It's been a busy week in the wake of the trailer! A good busy, but still busy. Hard to get actual dev work done.
In what time I could cobble together, however, I was able to make some progress on the social combat system. Now known as "social tactics!" (Combat was growing a bit too narrow a term, as a lot of non-zero-sum stuff is in here, too.)
Hey Folks! Some of you may have seen my recent tweet, which includes the screenshot above. And since that shot encapsulates what we've been up to this week pretty well, I figured it was worth talking about it a bit more.
As part of our social loop work, we've been trying to come up with more tools for the player to use during social combat. We want these social "moves" to serve a couple of purposes: