Posted December 05, 2024 by unbreaded
After long last, I'm back with another update, and some big announcements!
Yes, you read that right! At long last, the Steam page for Tic Tactic is finally live! Take a gander at the page (and wishlist it, if you can--it really does help!). There's even a trailer for you to check out!
https://store.steampowered.com/app/3256850
I'm also excited to announce that I'll be working with the publisher indie.io for the release of the game! I think they'll be a good partner for me to get the game to the finish line in the best state possible. I'll still be handling everything on the development side, but they'll pick up a lot of the tasks on Steam side to make it easier for me. I'll try to cover a few potential questions below:
Now, onto the update notes.
I have been working on getting this feature ready for a while, but I've finally been able to add it to the game. Rather than moving through a linear path, you can now explore procedurally generated maps! Each region has different encounters, and the maps themselves will look different depending on where you go.
This change also triggered a few other changes that I have added to the game.
You may have already noticed a new symbol in the map above, representing unusual merchants that offer deals that aren't just a straightforward exchange. I'm also working on a variety of other encounters that will appear in future updates, which I'll describe in the next section below.
This was actually an issue that was highlighted by members of the Discord server, but it's something I've been planning to update for a while. Before, Elites served as more difficult stops along the journey, but with a web-like map, you can dodge them and take an easier path through the region. In accordance, I made a few changes to elite encounters.
The changes to the map and reward systems that I highlighted above took a lot of work, so I wasn't able to add as many other changes as I had hoped. However, there were still a lot of things to note, so I'll highlight them below!
As promised, here's a little overview of the three key areas I'm working on for the full version of the game. Of course, there will be a lot of other changes, but these are the core features that I'm the most excited to talk about.
I'm planning to add not one, not two, but 6 more areas to the final version of the game! They will span across 5 acts, and you will be able to select which regions you travel to.
Each region will feature different encounters, enemies, and tiles, with new encounter types including:
I'm also planning to add a variety of new bosses and elites for you to face.
So far, most tiles deal damage in a very straightforward way. However, I want things to get a lot crazier (or, at the very least, to make it possible). I plan to add two items that you can equip to the heroic duck to change the flow of the battle:
You'll be able to collect equipment by defeating elites or opening chests in treasure rooms, but these items will be more difficult to obtain.
The visuals in this game are entirely sprite-based. There's no lighting, shaders, post-processing, or anything else. Just a camera, and a bunch of sprites. As part of the update process, I'm planning to add a bunch of visual changes that add vibrance and depth to the world of Tic Tactic. This change doesn't sound exciting, but I do believe that you'll be able to tell the difference.
---
That wraps up the tenth update log of Tic Tactic. Thank you for all your feedback and encouragement so far! I want to thank everyone on Discord, especially Qwerty, Bea, Adan, and Vinny. Your feedback has been invaluable and this would have been a lot harder without your help.
I'll start posting dev logs on Steam shortly. I hope to see you there soon!
- unbreaded