A little more detail on what's coming next. If you want to track my progress and current tasks in even more detail you can check out the game dev Trello: https://trello.com/b/JEMcU3rX/hyperspace-dogfights-development
Down The Road:
Multiple Player Ships to Choose From
One of the ships will continue to start with a random loadouts, the others will have custom, fixed starting gear and lean towards a certain playstyle.
Weapon Prefixes (?)
Passives are all designed in a way that makes gaining multiple copies of them give better benefits. In a similar way weapons will get randomized modifiers every time you find them, extending the variance of gear. Whether you'll still be able to pick up multiple weapons of the same type is still under consideration.
Visual Fluff and More Juice
That kinda happens allongside everything else.
An Actual Ending
As in credit sequence and more organic, optional transition into loops.
Let me know what you think and what you'd like to see prioritized.
Alpha 0.9: Vis Light (In Progress)
Loot tiers, choice chests, stores
This will extend the impact of the game economy and also give you some ways to actually build your jet in a certain direction. Randomness will still be strong factor, in terms of what you get offered. But you'll have some greater degree of control over the direction your jet develops in and you can purposefully create synergies. Chests that offer a choice of items as well as stores will be added. The later will be accessed during the intermission scene between waves. Store ships will have their own wave type that unlocks the store for the remainder of the current zone.
Alpha 0.85: Radio Waves (Shipped)
More Wave Objectives, Elite Enemies, UI Tweaks
This update focused on implementing feedback I got at Strassbourg Fantastique, giving combat more purpose with new, randomized goals per wave. Those range from recon mission to target elimiminations or ground assaults. Enemies can now become elites, both randomly or as part of wave goals. The UI was made a little more unified visually and juiced up some more.
Alpha 0.8: Gamma Ray (Shipped)
More Bosses, Boss Pools for Each Zone
The bosses present in the first Alpha release have become the boss pool of zone one, with new bosses populating later zones. One more final zone has been added, featuring a final boss encounter.
Alpha 0.74: X-Ray (Shipped)
Zone Variety, Enemy Variety
I wanted each zone to have two possible skins (that also affect the gameplay there at some point). Features that where present in the first release where implemented across all zones (Rock Structures, Floating Islands). Most new zones got specific enemy types that can only appear there and enemy spawning was restructured taking the new zone into account. Many new enemies where added.
Alpha 0.73: Ultraviolet (done)
More Passives, Actives and Weapons
For the first release I mostly worked in a lot of straight forward stat items. For Ultraviolet I focused on passive items with more complex effects (comparable to what Shot Displacer and Bounty Hunter Database does.) I also extended the weapon roster with more melee options and new takes on ranged gear.
Previously on Hyperspace Dogfights' Development: Prototype Dev Vlog
Dev Vlog #9 ( Week 18 )
More actives, 2nd Boss
Dev Vlog #8 ( Week 16 )
Tutorial simulation, even more items
Dev Vlog #7 ( Week 13 )
First boss, full options menu.
Dev Vlog #5 ( Week 10 )
Added waves, enemy spawning behavior, intermission scene and item chests.
Dev Vlog #4 ( Week 8 )
Added passive and active items, as well as the supporting ui.
Dev Vlog #3 ( Week 7 )
Added lots different ship guns and the supporting ui.
Dev Vlog #2 ( Week 5 )
Implemented additional enemy types.
Dev Vlog #1 ( Week 4 )
Basic air combat and jet behavior.