Thema: 8-Bit Armies
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  #36  
Alt 07-05-2016, 15:52
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Geplanter weiterer Entwicklungsweg:
Zitat:
What's next for 8-Bit Armies?
Hi everyone!

We have been listening to your feedback, improving the core game, and figuring out what’s next. Now, a couple weeks after launch we have a plan we wanted to share with all of you.

SWITCHING GEARS…
Since April 22nd we have spent a great majority of our time responding to your suggestions for improvements, or helping with compatibility issues – or whatever happens to be on your mind. Four updates in the first two weeks (with another one planned for tomorrow) has kept us busy, but we wanted to be sure the game was in great condition before switching gears to adding more content - like our next faction. Over the next month we’re going to continue handling any issues that appear, but also slow down the frequency of patches as we switch back into “future content mode”.

COMING SOON?
Right from the start, we wanted to let you know we have plans to expand the game by placing a teaser on the main menu. We received some really great ideas from you on what we should do next, and where the existing single faction feels a little light. Today, we’re glad to announce that we have begun work on the second faction! We expect to share more information about it in about 2 weeks, and also start looking for beta testers around that time. We’ll put a call out for volunteers in the forums and in Discord chat as soon as there's something ready to play. Stay Tuned!

OTHER REQUESTS….
We have had many requests for more units, multiplayer features, and all kinds of other additions to the game – many of these feature improvements have already been added. We also know that a lot of people want to build, share, and play their own maps – and we’re happy to report that work on the map editor has already begun. It’s a big task and there are some obstacles to getting it ready but our goal is to get it released in May if everything goes well.

ROADMAP AND PRIORITIES
Since we’re a small team, and there is so much we want to do, there has to be some prioritization to determine what gets done first – mostly due to your feedback. Our plan (subject to change) for the next couple months looks like this…

MAY:

Ongoing Updates & Improvements
Map Editor!
More Maps!
Faction 2 Beta-Testing


JUNE:

Ongoing Updates & Improvements
Faction 2 Release
Additional Campaign (Co-Op/Single Player) Missions
Balance adjustments as necessary
Planning for what's next...


And somewhere in May or June we are planning to support localized content. We're currently working on this, but a delivery date has not yet been nailed down.

As always, we appreciate the great support you have for us, the development team. We read the forums every day and your posts are sparking lots of side discussions in the hallways here. Thanks again, and please continue to let us know what you think!

-8Bit
+

Neuer Patch:
Zitat:
GAME UPDATE #6 - 05/06 @ 16:00 (PST):

NEW FEATURES & CONTENT:

Added Co-Op Mission: 10 Commandos
Added Co-Op Mission: King of the Hill
(Player Request) Steam Trading Cards are now enabled! There are a total of 10 cards to collect.
(Player Request) Added easy difficulty option for Co-Op campaign.
(Player Request) Players can now drop structures within the normal build radius of their allies in skirmish & multiplayer modes. This can help in situations where your friend is getting picked on by an aggressive AI or enemy player.
(Player Request) Resource Slider: Allows players to increase the total amount of resource found on ALL oil derricks for that specific match.
(Player Request) Passwords enabled for private multiplayer game lobbies.
(Player Request) 8-Bit Armies: Audio: Reduced Win/Lose music back to default level.
Campaign objectives are now visible in the multiplayer lobby if in a co-op campaign game.
Name for multiplayer game can now be adjusted (it is no longer just the player's name).


GENERAL IMPROVEMENTS:

Even more improvements to lobby latency. We think (hope) this handles all remaining lag issues in the lobby for the last few people that were seeing them.
Added messaging when host hits the launch button so other players know something is happening.
Added version out of date warning to multiplayer match list display for those rare situations where a player can connect with an old client.
Added support for directed unit guard voice responses, as well as a GUI SFX for confirmation.
Better messaging to players regarding communication status / issues with connecting to the server.
Fixed inconsistency between build range with buildings of different sizes.
Fixed some extents to match grid cell placement logic better.
Fixed issue with AI not kiting tanks and harvesters when they should.
Fixed "Is it hot in here" nuke achievement.
Back-end UI improvements to support multiple factions.
Updated 8-bit font to have more/better glyphs.
Mission 19: Leapfrog - Several adjustments to make it a little easier.
Added 3 second delay after victory/defeat before movie plays so people aren’t sometimes surprised that the mission is over.
Engineer heal rate increased to 8/second (was 5/second).
Health bar on the commando has been raised such that it no longer impales his head.
Fix for game name to support mixed-case in lobbies.
Fix for transports missing control group text.
Added button states to the sell and repair buttons so players can more easily see that they are in Sell or Repair mode.
Slight increase to build distance to prevent issues with giving some players an unfair advantage when starting on certain start positions over others.
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