I just posted the third build since release. Again a bunch of fixes based on your feedback. For those of you posting in the discussion thank you a ton. Its exactly what I needed. I should be able to address some deeper gameplay elements and issues this weekend.
Corrected and refined weapons creation I fixed a lot of input bugs that were incorrectly manipulating the individual settings. I made it so Roll only randomly adjusts the weapon type your on. Finally I added greyed out sliders when a weapon type forces a slider to be inactive.
Cargo Full indicator When sampling fauna or minerals if you have a full cargo it will inform you.
Clear Cargo on new game Starting a new game clears out your cargo hold. Before the cargo was carried over.
Away Missions Did a few things here, first off there was a bug with character direction and shooting this has been cleared up. Then with a little user input we determined that the interaction icons that appeared over things you could interact with when near, now appear over the character selected head when its something that the selected character job allows them to do. This seems to make a bit more sense game play wise.
Boarding change To streamline transports to other ships they will only occur now during episode components that call for them for instance in the case of the Damaged vessel assistance component in place now. It doesn’t make sense to beam over to others ship out of the blue. So now when in a situation that doesn’t call for this function the button is grayed on your bridge console.
First 24 hours - Update posted!
Wow what a intense first 24 hours of release.
I appreciate all of you that have taken the dive and became captains in the Tiny Trek verse. In some ways the first 24 hours is exactly what I hoped for, alot of you played the game completely different then I would have and such uncovered some serious bugs. So armed with motivation and some very pixelated torpedoes I have spent the last day trying to correct most of them!
On a side note about reviews. I am asking you my beloved audience, to have patience. If you find something wrong that makes you think, wow this game sucks or what was he thinkings, before hitting me with a neg review I ask you to report the bugs and or your ideas in the discussion section. Let me earn a good review from you. If I fail at hearing your issues and correcting what i can then by all means give that review you feel I deserve. I want this game to succeed as much as I assume you guys do. But if we bury it in negative ratings from the start it will be hard to crawl out of that hole. Again not saying don't review the game, just saying if you feel its lacking, before reviewing give me a shot at fixing it.
Also note the game will be 14.99 when complete, you are getting 66% off regular price as my way of saying thanks for joining the Pixelfleet this early in the game dev process.
WIthout further adieu your change list!
-Corrected Door Bug
The collision detection for the door was set to fine so when you had one of the purple of doors with fancy top arch it wouldn't trigger a open door. This has been corrected. Doors are now freely yours to access!
-Crew cursor changes to up when you can interact with something (Door/Panel)
Speaking of doors a player mentioned they had no idea about accessing panels or using doors as their was no indication. The follow cursor when on foot will point up now, when you have something where pressing up will help, like a interface panel or door.
-Removed EXE compression to avoid false positive by Avast
I believe that building a compressed runtime may be causing the false positives with Avast, The size difference is negligible so I built it without runtime compression. I look forward to hearing back from you Avast users.
-Pause menu available by hitting ESC once in game
WHY DID I FORGET THIS!, It is no added, hitting ESC in most parts of the game will launch a pause menu, from here you can continue, Go to main menu or Exit to desktop, I forgot the keyboard short cuts for yes and no, so use Mouse for now, will have that in next build.
-Fixed Space Station Trade bug, where you could infinitely sell stuff
One outstanding captain discovered away to get alot of credit exploiting a bug in the trade engine on space stations, it has now been corrected, thanks for reporting it.
-Created Beam up effect for items found on planets from science panel
Better visual cue you have sampled something and added to cargo on planets surface. Little animation occurs and the word transfer pops up. When on your bridge you can access your cargo hold to see what you have.
-You cannot start a new game in any mode without building ship first
This was a biggie! Even earned me a nasty review. This kinda of thing is EXACTLY why i wanted to do early release. I never played it without my save files, so a ship was always present. When you guys started with Academy without having played before it skipped ship building. Hence you guys steering a simple square in space. It's now fixed.
These are the voyages of a very pixelated ship....
So today we launch our early access version on Steam. I am very excited by this and hope to prove to you the almighty player that I will with your input create a game you can be proud of owning and love to play.
Currently the game is priced at full price, 14.99, I am working on getting a early access discount in place. Hopefully we can get it in place very soon. Either it will go on sale or the base price will change. I will keep you guys posted.
Currently you should be able to play Melee Mode, do the first Academy Mission and play Trek mode which is where the full game will be, You can tool around the universe, and some of the procedually generated episode content is active for you to play through. I have a post in discussion that will review contol and instructions.
If you have signed up and bought Tiny Trek during this period I thank you, and encourage you to report bugs and ideas. I will will rely heavily on this input in the final months of work. In the end it's my idea but its our game. So I look forward to your input!