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You don't need to sorry that you point me negative side of the game. Comments like yours are the best I can get to make the game better. Yes, it is hard to read - like we don't have anything good at all, but we both understand that it is not. I am happy that we have an involved players community.
I completely agree with your comments. And I see the same as you do.
I'll tell you a little about how I came to what we have now.
When I realized that ten years had passed since FTL was released and that I really decided to make a spiritual successor. I immediately realized that time dictates its own rules. And my vision of this is reflected in everything. Scene with more details and special effects, the pace of the game is higher, the music is more dynamic. I expand a lot of the mechanics. Like O2 you mentioned, but a little bit later about this one. More complex weapon stats. Units with a perk tree and active abilities (this part has not yet been fully implemented, in fact, in the current state you see only a small part of it).
That is why I need to handle my personal way with UI. And this is my 3rd attempt to make it good enough. And I have to make 4th.
So yes, I am trying to find a design solution to make energy/HP bars more readable. I think about it every week but have to handle everything else to move forward with other parts of the game. So right now we don't work at the UI but it is on my to-do list at the top of it.
There is no vision of how it will be in my head right now, but I will do my best to make UI better.
And we solve some of the points you asked for already (but it will come with next update)
- Auto-substitution of shells when installing a new weapon
- Autoloading shells if you run out of some, but there are others in the warehouse
- Teleport warming up mechanic has been added. Before triggering, the teleport warms up for 5 seconds, during which you can have time to react and take your units out of the compartment so that they are not taken by enemies. It works both sides. You can try to steal enemyes too.
ESC button - if we have problems like that it means we are not so bad ))) I will add this, sure.
About O2 System. I am proud of it. And think in this case you just can't forget about your previous experience. I will tell you why I think this model works interesting and better.
- Each race has differences in oxygen consumption. You need to upgrade O2 for the big Rakkhs crew on ship.
- More door control is needed. If your O2 is broken and crewmember starts to suffocate you can open doors and get some air from other rooms. It brings a lot of decisions when you have fire on board and O2 problems at the same time.
- It forces you to move units more not just staying and operating the system all time
I like how it works and in a new balance, I have amazing situations when game AI surprised even me.
Writing - shame on me. It is hard to make for me. But we will fix all text before EA. In new update (new DEMO will be available next week) some parts of the text will be much better, thanks to one of the involved player.
We have a lot of things to do and will work hard. This is my first game and I sure I will make a lot of mistakes. But I understand when you make a game after FTL you need to jump over your head to make at least equal smooth of gameplay. And I will do my best to make it.
Thank you once again. I am going to make a post about Closed Beta Test on our discord channel. It will be a pleasure if you will join us and try a new build.
Everything you've said sounds very encouraging, especially that you're aware of the interface issues and continue to think about options. I could definitely see this game going from "too many problems" to "a great new take on FTL".
Some of the gameplay issues may be fine with more player experience, UI improvements, or perhaps tutorial content.
Showing work-in-progress is always tough, because it gets judged by the standards of finished products. And it's extra-tough when you are being compared to FTL. FTL itself looked pretty bad in early builds, and also players like me easily forget that Advanced Edition added a lot of polish.
I see what you mean about the O2 consumption. It definitely opens up new possibilities for decision making and interesting micro. This could well be a case where I'm guilty of seeing everything through the lens of familiar FTL.
Writing is really tough to do well. I don't know if you can afford to hire a writer.
In any case, best of luck with your continuing development!