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"Planetary Exploration Company" (Early alpha)

A topic by Christian Ibarra created Jun 04, 2021 Views: 3,287 Replies: 67
Viewing posts 21 to 60 of 60 · Previous page · First page

This week:

  1. I worked on polishing the events system:
    1. Now you will be able to see branching narrative:
      1. Each action will open a different story branch, one branch if you fail, and another branch if you succeed.
    2. Each time you select an action you get:
      1. A section that tells you if you succeeded or failed the action.
      2. The effects of the actions.
  2. I started working on the employee management screen, when I finish it:
    1. You will be able to see available candidates for hire.
    2. Compare between actual employees, candidates, and between each other.
      1. You will be able to compare inventories/stats, name, face, and payment.
    3. Hire and fire employees.

I will not upload a new version this time since there is no actual new things to play with.

New this week:

  1. Last week I worked on the Hiring window, where you could find candidates and add them to your employee list, this week I polished it a bit more, but its not finished yet.
  2. I added a window where you can assign roles (or jobs) to the employees that your hired in the base.
    1. You can compare them.
    2. You can fire them.
    3. You can assign them to different roles like "Pilot", "Explorer", "Medic", etc. Since your bipedal robot is so big, you'll need to fill different roles in order to perform different activities, and also be as efficient as possible.
    4. You can see which employee is assigned to each role and also if a role is empty.

This new features are not playable yet but I think they will be ready for next week.


(4 edits)

This week I have a playable version you can download:

  1. I finished working on the "employee hiring" window and the "employee management" window. You can can hire, fire, change roles, and compare candidates and employees.
    1. To hire employees, click the "Hire employees" button at the base (the screen at the beginning).
    2. To manage your employees and change their roles, click the button with the "person" silhouette at the bottom left of the screen.
  2. I also worked on the tooltips, they should appear less of them and be less confusing.
  3. The deadline tooltip when you hover the deadline at the top bar also is updated, now it displays the total amount of employees and their payments, that amount will be discounted on the next payment deadline.
    1. That means the more employees you have to pay for, the more money you need to keep you company alive.


Try it here: https://chrisibarra.itch.io/pec


This week, I changed some things that make the game more playable, so I'm interested in receiving your feedback.

  1. Changed the text of the introduction window to explain a bit better the objective of the game.
  2. Entities will only appear once seen by the field of view of the explorer.
  3. While you explore a sector: There is a radar that shows creature position in a sonar like manner.
  4. Fixed a bug where you moved to the same place you where shooting.
  5. Now you can see the population inside the base, and how many resources you need to extract to advance to the next population level.

Try it here: https://chrisibarra.itch.io/pec

This week I started working on procedural maps, so that exploring planet sectors can be more fun. I implemented perlin noise and cellular automata to create them, but its not playable yet since the explorer goes trough the walls instead of being stopped by them, that's why I won't upload nothing today.

You can see an initial implementation in the screenshot, the walls are the red tiles, which are placed proceduraly.

This week I had to re-do the movement of the explorer, so that the explorer could collide with the new walls, it works well with the new system but there are a few details to work on, like for example the creatures appear on top of walls and can go trough walls, so I'm not going to upload nothing this week until I can polish this part a little bit more.

After so much work, trial and error, learning, bug fixing, etc, I got path-finding to work: This means that the creatures in the sector will chase you and avoid walls at the same time.

That's the main improvement in this new version, sorry it took so long. At first I used a plugin called "navmeshplus", but that has problems with using "AI agents" inside scroll views (which is where I put the sector map previously), actually it appears all methods have problems with that.

Then I switched to "A* pathfinding project", and it has similar problems with using it inside scrollviews. So in the end I changed the way I display the sector map entirely, the effect is the same, but internal workings are different. Besides that, this is also new: Bugfix: now you can drag and drop the sector map while you move the explorer, that way you can see farther away more easely while you explore.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Fixed: the explorer moved randomly when shooting, now it moves normally.
  2. Fixed: you could drag the map while shooting which was a bit disorienting, now the camera stays still while you shoot.
  3. Fixed: when the explorer collided with a wall, he could not reach the destination you clicked, now the explorer reaches your intended destination even when he collides with a wall.
  4. Visually re-arranged the exploration screen so its a bit better experience.
  5. The movement of the explorer is now more precise: when you move to a tile, the explorer is not centered inside it, it stops exactly where you clicked.
  6. Destructables: I added new objects that can be destroyed to extract its resources. This makes the exploration a bit more fun since there are more things to do.
    1. Each object has its own “health” and has a specific explorer property that needs to be used in order to destroy it, the value of the property will determine the amount of damage it does to it.
      1. This is not displayed anywhere in this version but it will, in the near future.
    2. To extract its resources, just move near it, and then click it many times until you destroy it.

Try it here: https://chrisibarra.itch.io/pec/devlog/325815/new-destructables-are-harvestables

New this week:

  1. When you explore and click on a destructable object: Now you can see its health, and what property is used to destroy it. The higher the value of that property, the faster you can destroy it.
  2. No you can transfer items from many places, for example, you can transfer items between employees, or between your robot storage to the trash bin, and so on. You can do this from any screen of the game.
  3. Now you can sell items in the store inside the base:
    1. When you enter the store in the base, click the “buy or sell” button to switch between modes, and choose from what inventory to sell: you can sell items from an employee or the storage of your robot.

Try it here: https://chrisibarra.itch.io/pec/devlog/328265/sell-or-transfer-items-resources-t...

New in the previous week:

  1. Fixed: windows glitched visually when you opened more than one.
  2. Fixed: some bugs in the market and item transfer window.
  3. Fixed: when you clicked an icon, the square selected did not appear correctly.
  4. Fixed: the workshop did not read the resources you had in the robot storage.
  5. Fixed: now the game reads the employee you assigned as an explorer (in the role window) when exploring a sector.
  6. Changed the way planet tiles are placed, so that sectors are more interesting to explore and feel less random and chaotic.
  7. Added walls and pathfinding to the planet map.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Now there won't be things extremely close to the starting point when you explore a sector.
  2. Bullet hell experience: Added enemies that shoot bullets, there are many different types of shooting patterns: single, triple, 8 ways, and more modes coming.
  3. Enemy bullets can harm you so keep moving to evade them.
  4. Each biome has its own different type of shooting enemies with different shooting patterns.
  5. You can kill the shooters from very far away to avoid their bullets, for now, but that should change in future updates since leaving that as it is would make the bullet hell experience useless.

    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Made each job easier to finish.
  2. Now there are many bases in the planet, each one with its own features.
    1. Each one has its own jobs list.
      1. You can only deliver jobs in the base it was given.
    2. Each base offers different services.
    3. Each base owns a few sector now, you can see the owner of a sector if you click it, and then look at the sector info to the left.

      Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. When you explore a sector, now you can see all the resources of the base that owns that sector, that way its easier to know which structures you need to build to increase the population of that base.
  2. Now the resources in a single tile that are extracted with a building will dissapear, that is to not allow the same resource to be extracted by various buildings at the same time.
  3. Now the “Spaceport” button in the main base is enabled:
    1. In the near future you will be able to travel to different planets and galaxies.
    2. For now you can see that each planet has a different difficulty, and a fuel requirement to travel there.
    3. Click on “Show next galaxy” to create new planets.
  4. Service “Upgrades”:
    1. Inside the Spaceport window you can see a button that says “Upgrade”, each service of a base (spaceport, market, workshop, etc) will have this button:
      1. In this window you can upgrade various things, for example, the amount of fuel you have available to travel to different planets.
      2. You can buy this upgrades with the resources extracted with buildings. Remember that each base will have their own resources depending on where you construct buildings.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Finished the spaceport window, now it should work correctly:
    1. To travel to another planet you need to:
      1. Complete all the jobs of all the bases of the planet your are in.
      2. Upgrade the spaceport fuel to match the fuel of the planet you want to travel to.
  2. Entities: Balanced the amount of actions and their effects so its easier to make the decision whether to activate the action or not.
  3. Balanced the health of destructable objects so it takes a bit more work to extract their resources.
  4. Added smaller walls to the sector map to make it more varied and interesting to explore.
  5. Oxygen gets consumed faster so hurry up while you explore before it runs out.
  6. Known bugs:

1. New planets are not properly loaded.

2. Buying and selling items do not work properly.


Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added new tooltips to lots of places.
  2. Added new information when you click a sector in the planet map:
    1. You can see the biome of the sector you selected.
    2. You can see the entities that you already found on previous visited sectors of the same biome.
    3. You can see how many resources are left on the sector.
  3. Now you can shoot bullets by holding the right mouse button.
    1. I am preparing a new system to customize your weapons in various ways.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. New types of movements to the attackers: vertical, horizontal, diagonal, circular, random.
  2. Added a range to your weapon, so its not so easy to kill enemies from far away, you have to get closer to them if you want to kill them.
  3. Balanced the attacks of the shooting enemies.
  4. Added a visual fx when you kill a shooting attacker.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Explorer movement is more responsive now, making combat more enjoyable since you can move better to reach your enemies and avoid better the incoming bullets.
  2. Obstacles in the terrain are easier to evade, making exploration less frustrating.
  3. Added a border to the map on the exploration screen.
  4. If you double click you can make an evation roll to evade bullets, this makes combat more fun.
    1. Evading uses energy, if you run out of energy you cannot evade anymore.
  5. Added a visual indicator to indicate where the explorer is moving to.
  6. Added icons to the "base resources" in the base screen and the sector screen.
  7. Added targets to some sectors to make them objectives in the near future.

    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I created a new type of enemy that makes exploration more interesting, its smaller, and has much less health than the bigger enemies, make it it quicker to kill.
    1. In the near future it will attack from a short distance.
  2. I added a hive in the "target sectors", in the future you will have to destroy that hive in order to complete the objective of the sector (it won't be easy though).

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I implemented a weapon recoil system: each time you shoot, the crosshair moves to a new place, you have to move the mouse pointer to have more accuracy. This makes shooting more fun.
  2. New visual fx for shooting bullets that hit the floor.
  3. Small attackers can hurt the explorer when they reach him.
  4. Hives appear inside the marked sectors of the planet map.
  5. Waves of enemies appear when you find a hive inside a sector. You have to survive the enemy swarm and destroy the hive to make them stop coming.
    1. Destroying the hive will complete the objective of the sector.
    2. The sector changes graphic to show it was complete.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Changed the weapon recoil system to feel less random, now you can have more control where you aim.
  2. Now, to travel to a new planet, you have to:
    1. Complete all the jobs on all the bases.
    2. Complete all the objectives in all the marked sectors of the planet (destroy all hives).
    3. Have enough fuel.
  3. Fixed a bug that did not allow to use the base services the second time you entered a base.
  4. Fixed a bug that made the bullets not be destroyed.
  5. Added a new animation for the enemy bullets.
  6. I started work on the research laboratory window: in the near future you will be able to unlock technologies by researching the resources you gather, to create items and upgrade your robot and employees.


    Try it here: https://chrisibarra.itch.io/pec

I re-worked the crafting system used inside the bases, it works fine now, although its not completely finished.

  1. The "Refinery", "Workshop", and "Research labs" are working, and you have a few options you can play with.
  2. To build something, you have to let the time advance. This can be done when you move in the planet map, or if you click the "Pass day" button inside a base.
  3. When you finish something, the resulting item can appear in different parts:
    1. When the lab finishes building something, it unlocks something new in the refinery or in the workshop, depending on what is researched.
    2. When the workshop or refinery finishes building something, the result is placed in the storage of the base, it can be accessed inside the inventory management window (its the "box" button at the bottom left).
    3. A notification will appear in the news section to let you know what has finished building. For example: "A new technology has been unlocked in the workshop".

Try it here: https://chrisibarra.itch.io/pec

This update is important because players can see and have a better understanding of all the most important features of the game, some of them don't work perfectly yet, but you can have a better idea on the potential of the game.

Its still in early alpha, so expect many things that don't work very well.

I also made a tutorial since many people requested it, it also shows the main features of the game and the present state of development:

New this week:

  1. I'm experimenting with colors and new visual styles, I want to keep it simple but at the same time try something more colorful.
    1. Reason: Using only black and white makes it hard to distinguish the dozens of different symbols and icons the game contains.
  2. New visual style for the enemies:
    1. Now they can have 3 colors assigned to them.
    2. Now they can look very different from each other since they can have different images, not just colors.
    3. They have animations that make them look a bit more alive.
  3. The deadline info is updated:
    1. The tooltip when you hover the deadline section work better showing the correct numbers.
    2. It also shows the info in a better visual way.
  4. When your explorer dies, now you can exit the sector and replace him by assigning an employee to the explorer role, so you can continue playing.
  5. Fixed a bug that did not allow you to keep playing after entering and exiting a sector.
  6. Fixed many other small bugs.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. The camera now follows the explorer.
  2. Changed the shape of the explorer field of view from a box to a circle.
  3. Sectors are now bigger, its harder for enemies to overwhelm when you start exploring.
  4. Resources that appear when you kill a small enemy are now visible.
  5. Enlarged the map screen when you explore a biome.
  6. Visual artifacts made by small walls no longer appear.
  7. Action requirements and effects are more balanced.
  8. Enemy waves are now infinite, they will appear coming at the attacker and will stop coming for a few seconds until the next wave starts.
  9. Big change (work in progress) : instead of imitating the combat mechanics of games like "Diablo 2", I will imitate the mechanics of "Vampire Survivor", which means that:
    1. Weapons and battle upgrades will only be available while you explore, and will be reset when you exit a sector.
    2. Enemies will become stronger as time advances, which motivates you to find new combat power-ups if you want to survive and discover new things inside the sector you are exploring.
    3. I made the decision to change these mechanics because the combat was not good enough, and to make it better I would have needed to add skills and special abilities that use "mana/magic" like Diablo 2, so instead of doing that I decided to imitate "Vampire Survivors" since its a better fit for a minimalist game like mine. Plus, its the type of game I'm playing the most nowadays.
(+1)

New this week:

  1. When you explore enough, a power-up item will appear, you have to select it to see a small power-up selection window.
  2. Added a new weapon: "Melee".
  3. Added power-ups for the pistol: power, rate of fire, speed.
  4. Polished a bit how the waves of enemies appear.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Polished the melee weapon, now its an animated punch.
  2. Added new weapons:
    1. Mine that freezes enemies. You can upgrade its size, freeze time and rate of fire.
    2. Defence drone that surrounds the explorer. You can upgrade its power and speed.
    3. Grenade that explodes. You can upgrade its size, power and rate of fire.
  3. Fixed a bug that made the tooltips not show on the exploration screen.
  4. Fixed the position of the camera when you open the planet map.
  5. Changed a few terrain sprites to experiment a bit more, I'm still trying to find the right look and feel for them.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Now you can buy medkits to heal your employees.
    1. To heal someone: Buy medkits on the market, add them to the inventory of who you want to heal, and let time pass.
  2. Now your employees restore energy when time passes.
  3. Added tooltips to the "comparison section" inside the employee management window.
  4. Fixed a bug that made the buy or sell button dissappear inside the market window.
  5. Added a visual limit to the energy, health and oxygen bars.
    1. You can increase this limit by building upgrades (in future updates).
  6. Powerups now appear above all obstacles, which makes them easier to see.
  7. Added a new animation for powerup creation. You'll see the powerups fly from the robot to a tile close to the explorer.
  8. Changed the powerup graphic.
  9. Added a new visual bar that shows how much new discovered terrain is needed to get the next weapon powerup.
  10. Added new attributes to biome terrains:
    1. Each terrain has an atribute with different effects.
    2. You can equip items to protect against health damage, for example a "coat" to protect against "frost".
    3. You can equip items to increase the speed to travel that specific terrain, since each terrain has a specific travel speed.
  11. Added new weapon: Rifle. (it´s the same one I used before implementing "Vampire Survivor" mechanics, I thought that weapon was not going to be compatible with this new system, but thinking about it a little more I think it is possible with a few easy tweaks).
    1. You can upgrade its rate of fire and power, more upgrades coming soon.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added Rifle powerup: recoil reduction.
  2. Added visual feedback on the duration of enemy waves and time between enemy waves.
  3. Added visual text for enemies danger level.
    1. As time increases, the enemy danger level increases, making them more powerful.
    2. You can see the sector danger level when you click on it on the planet map screen.
  4. Fixed a bug that made the small enemies stop chasing your after your entered and exited the robot.
  5. Balanced the enemy waves.
  6. Fixed a bug that crashed the game when a lab queue item was marked as not buildable and you tried to pass a day.
  7. When you get a new item while exploring the planet, you can research it in the "Lab" to unlock new technologies in the "workshop" or "refinery".
  8. Added researchable lab item "Ice".
    1. Unlocks "oxygen" as buildable in the workshop.
  9. Added workshop buildables: medkit, syringe, and 10 more. They need to be discovered in the lab order for them to appear there.
  10. Added new refinery buildables: plastic.
  11. Fixed how recent news show on the news section.
  12. Fixed visual glitches on the news section.


Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added new sprites: terrains, buttons, window border, explorer sprite, and more enemies.
  2. New save system is working, still need some work to be completed. I did not upload a new version because the new save system brakes the game, I aim to have this finished by next week.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Changed the speed of the small enemies, making them easier to kill and avoid.
  2. Fixed many issues with the save system, now it saves and loads a lot more things than previous week, and it does not brake the game, try it.
    1. To save the game, quit the game when you are inside a base.
  3. This new save system changes this a lot because now collecting resources makes more sense: you collect resources and with time you can create upgrades for your employees, which get more powerful as time progresses.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Changed the introductory text to explain better the objective of the game.
  2. Changed some texts to make the game's goal easier to understand.
  3. Added new tooltips to the upper bar, and other elements.
  4. New visual indicator for the danger level on each sector in the planet map.
    1. Higher danger equals higher rewards, so this is a useful information to have when deciding where to go next.
  5. Now when you discover entities and resources inside a biome, all the same biomes on the planet map will show what they contain. This way you can make a more informed decition on where you want to go next.
  6. Fixed: when you clicked a powerup box, the explorer moved to the center of the map, now it moves towards the box.
  7. Fixed: you could select a powerup from far away from the powerup box, now the explorer needs to touch it to enable the powerup selection window.
  8. Improved death animation of small enemies to make it more fun to kill them.
  9. Fixed: weapon attacks only affected one enemy at a time, now a single attack affects all enemies it touches.
  10. Known issues:
    1. the game might crash if you touch a single powerup box many times.
    2. If you enter another sector, the attacks are get glitched and multiply without dissapearing.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Fixed: You could open a powerup box window more than once if you clicked it many times, now you can only open it once.
  2. Fixed: each time you clicked a powerup box, you got different powerups, now they will not change each time you click it. So you will need to get a new powerup box if you want different powerups.
  3. Added: new animation for taking small resources while exploring a sector. Now it does not cover the player, its less intrusive.
  4. Added: 5 new graphics for small walls inside map sectors.
  5. Added: now each biome has its own small wall type with its own color and sprite.
  6. Added: terrain tiles have a less contrasting border.
  7. Added: field of view has a smoother transition with the fog of war.

New stuff!:

  1. Improved: I reworked the fog transition to make it look better.
  2. New: visual feedback for when the terrain damages the explorer.
  3. New: added a smaller health bar next to the explorer so that you don't have to look away from the action to see how much health you have left.
  4. New: added a death animation to the explorer so its more clear when he dies.
  5. Improved: travel speed scaling was reworked, now the explorer should not move too fast or too slow, even when upgrading travel speed.
  6. Improved: changed the creature attack sprite.
  7. Improved: changed the explorer sprite so that it has more personality.
  8. Fixed: enemy wave creation and delay was not showing correctly in the UI bar at the top of the screen.
  9. Fixed: visual depth of the explorer was broken. Now, objects that are further away from the explorer will appear behind him. Objects that are closer to the camera will appear on top of him.
  10. Fixed: sometimes when you clicked where to move the explorer, he glitched near the desired stop target.

New stuff!:

  1. New: map sector size changes depending on its danger level: lower danger means smaller area, higher danger means bigger area.
  2. Improved: the sectors with lower danger levels have more resources so there is a better incentive to explore them.
  3. Improved: balanced the enemy wave creation to make the combat more fun.
  4. Improved: balanced the amount of "bullet shooting mini-bosses" that can appear in a sector, now they are fewer depending on the danger level, sometimes they where too many and it was impossible to survive.
  5. Improved: changed the shape of the "target move position" of the explorer, now it looks a bit more tridimensional.
  6. Improved: new UI of the "danger level" and "resources quantity" on the "sector exploration screen" at the top left, now they have different horizontal bars.
  7. Improved: new market prices.
  8. Fixed: the shadow of the explorer was showing on top of him, now its below him.
  9. Fixed: the area of collision detection of the explorer was too big, now its smaller so its easier to evade enemy attacks.
  10. Fixed: trying to move close to the explorer was not possible because his sprite was blocking clicks on the floor.
  11. Fixed: employees inventories where not being saved properly when you changed screens. Now all their stats and numbers will be updated correctly if you switch screens and also when you quit and enter the game.
  12. Fixed: when the explorer entered and exited the robot there was an error, not anymore.
  13. Fixed: sometimes it was impossible for the explorer to use the ladder to get into the robot.
  14. Fixed: when you collected all the resources of a sector, the sprite indicating the completion percentage was showing in the wrong position.
  15. Fixed: when the explorer destroyed an object to extract its resources, the resources UI bar was not updating.
  16. Fixed: saving items to build was not working correctly.

Try it here: https://chrisibarra.itch.io/pec

Here is an auto generated planet in the game:


NEW:

  1. Sprites: Many new images for biomes, terrains, walls.
  2. Tile discovery: The tiles you discovered when exploring a sector will remain discovered the next time you enter the same sector. This way you won't be able to cheat to get powerups the easy way by entering the same sector over and over again.
  3. Short term Objectives: Added a new type of short term objectives, they appear on the planet map as sectors marked with a blue border. Collect all its resources to get extra payment. A new one will appear after you complete it.
  4. Powerups reset: Weapon powerups get reset when you enter a base, so to survive sectors of a high danger level, start with low level sectors to accumulate powerups, then gradualy increase the danger level of sector you explore to slowly increase your survival chance.

IMPROVED:

  1. Tools news: At the end of the day, when an explorer uses a tool, a news is shown that displays a new icon of the specific tool used.
  2. Tiles: The tiles inside the fog have a visible grid, that way you know which ones you can uncover to increase your powerup bar.
  3. Health UI: Explorer mini health bar is always on top of everything so you never loose sight of your health.
  4. News: When news are created, they remain in the news list until the next day, so you have as much time as you need to read all the news.

FIXED:

  1. News: News items glitched when the text was outside of the news list.


Try it here: https://chrisibarra.itch.io/pec

NEW:

  1. Destructable UI bar: Added a visual bar that tells you when the explorer will hit the destructable object to extract its resources.
  2. Walking animation: Added new walking animation for the small enemies.
  3. Research News: when you research something, the news will tell you what has been researched and where the new unlocked items are located.
  4. UI: items and properties also show their max value, like this: 80/100.
  5. Bomb: a new weapon that explodes after a few seconds, sending small explotions in 4 different directions. (not damaging yet)

IMPROVED:

  1. Destroy objects: To extract resources you have to hold your mouse button instead of clicking many times, that way it doesn't activate an explorer "dash" when trying to extract resources or vice-versa.

FIXED:

  1. Resources: the small resources and destructable objects won't appear on top of walls anymore, so all of them can be extracted.


Try it here: https://chrisibarra.itch.io/pec

NEW:

  1. How to use Weapons: when you explore a sector, the robot will send you a box with a weapon that was stored in it. But when you go back to a base, the weapons the explorer has will expire.
  2. Book to increase handling: send it to an employee inventory and pass a day to increase his handling ability.
  3. Helmet to increase max oxygen: equip it to an employee's inventory to increase his max quantity of oxygen. This is the first of other items that increases the maximum quantity of a person's property.
  4. Exoeskeleton to increase max energy.
  5. Cyberheart to increase max health.
  6. + more items.

IMPROVED:

  1. Danger UI: the danger bar inside a sector is a different color that matches the color of the danger bar on the planet map.

FIXED:

  1. Saving: saving and loading was not working correctly. To save your progress, exit the game when you are inside a base.
  2. Extracting: the speed for extracting resources from destructible objects should work correctly.
  3. Tools: some tools did not work correctly, setting properties to 0 instead of increasing them, when being used by an employee when a day passed.

Try it here: https://chrisibarra.itch.io/pec

Follow on STEAM https://bit.ly/PEC_STEAM_itch

NEW:

  1. Bomb powerups: new upgrades for rate of fire, explotion size, and damage power.
  2. Missiles: your robot can launch missiles to kill enemies around the explorer, but its not very accurate. It can be upgraded in quantity, explotion size, and rate of fire.
  3. Boomerang: you throw it in a curved pattern. It can be upgraded in power, rate of fire, and size.
  4. Flamethrower: you throw flames to burn your enemies. It can be upgraded in rotation speed, rate of fire, and reach.
  5. Laser: (WIP) started to work on a laser that is shot from the robot.

FIXED:

  1. Enemy hit: fixed that you could deplete all the health of strong enemies with a single hit, now you have to reduce their health with multiple hits.


NEW:

  1. Robot Laser: finished working on the laser weapon. It can be upgraded in damage power, length of explosions and rate of fire.
  2. Item unlocks: All lab and workshop recipes are proceduraly generated when you visit a new planet.
  3. Research available: when you enter a base with and you have, you get "news" telling you that you can research a new item in the lab, if available.
  4. Sprites: new graphics for some new items.
  5. Tooltips: added tooltips to some items that had none.
  6. Build window: Added some text to the UI.
  7. Tutorials: added new tutorial windows to some parts of the game.

FIXED:

  1. When an item finished researching, it will not appear again in the list of the Lab.
  2. The "hire employee" window was not showing the complete values of a person's properties.

This is the beginning of the BETA version!, please give me feedback so I know how to keep improving the game.

Try it here: https://chrisibarra.itch.io/pec

NEW:

  1. Tutorials: many new tutorials where added.
  2. Tutorial button: added a new type of button that shows tutorials. Added it to many places and windows to explain how they work.
  3. Hives: they show a health bar so you know how much you have left to destroy it.
  4. Items: Added new items to change different stats, like speed, field ofview, and more.

IMPROVED:

  1. Planet Map: Reduced the size of the planet map because it was extremely big, making it overwhelming to complete.
  2. Explorer: the sprite faces the direction he is moving.
  3. Small enemy: added a small falling rotation to the death animation, so it doesn't only "dissapear".
  4. Tutorials: the game is paused in some tutorial, so you don't get killed while you read.

FIXED:

  1. Hives UI: Number of hives in the UI was not showing correctly.
  2. Market lists: the lists where not showing all available items.
  3. Market button: fixed the "sell" button that was not showing.
  4. Spaceport: now you can travel to other planets, and it will save and load your save file correctly.
  5. Weapons: some weapon upgrades did not maintain their upgrade level when entering another sector.
  6. Lab: When game over and starting a new game, lab unlocks do not work well.
  7. Game Over: starting again after a game over did not work correctly.
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