Hi it's been a while, and there is a lot I need to tell you.
I've been working on IMOT a couple of years and its been a roller-coaster since then, I've learned a lot as a solo dev and I'm glad I endured all the ups and downs to finish In memory of TITAN.
It all started as a side project, but eventually, it turned out to be an all out adventure. From the base prototype to a functional vertical slice, to what the game is now, there has been some innovations. I worked my project from a turn-based strategy game to what it is now, amix of 4X supply chain warfare game with RTS encountersand I can't wait to show you guys what I've been working on behind the scenes.
I chose Steam's Early Access model to showcase my work even if it was unpolished and unfinished, a true WIP, because I wanted to show you all the evolution of IMOT over the years, and most importantly, since I needed help in the testing, and feedback department. And I thank each and all of you who had something to say about IMOT. Your feedback and opinions have been listened. And to the some of you who have supported me over the years, my eternal gratitude.
A unknown force is approaching and you must be ready. Take what remains and choose to destroy or to preserve. War is set to start onMarch 2023.
I plan to unveil "In Memory of TITAN" final form on a bi-weekly basis. Each update with big mechanics and content changes starting on Friday, December 23th 2022.
The Gathering Storm, will change the way In memory of TITAN is played, revealing IMOT's unique gameplay twist to the RTS genre. We build a full RTS game based on the rules and features of a Turn-Based game, pre-calculations are still king but it's up to the player to make key decisions on a timed basis.
Changes:
- New Shaders, and GPU support. - New Illumination workflow. - TONS of bug fixes: still a long way to go - Disabled turn-based perks and upgrades: We are planning on changing the way they interact with the ships via subsystems that can be subject to attack, increasing the tactical workflow of the game. - IMOT RTS is now live! - Major changes on the optimization of the game. - As a step towards multiplayer the game runs on a local server/host connection, soon coop/pvp gameplay will be enabled. - Drops and items enabled: Ships can be customized with weapons taken from derelict ships. - Ships can now be disabled: sometimes destroyed ships will remain on the map as disabled husks (placeholders). Soon you will be able to interact with them, loot them or salvage them. This is still a WIP and partially enabled, in the coming minor patches during next week it will be implemented. - Cinematic view is diabled: it will be back with a different twist, and will not affect gameplay. - Ships can now attack while moving. - Weapons will no longer halt ship movement and can be shot multiple times. - Different weapons can be used at the same time.
Maps 3 and on are temporarily disabled due to changes on the RTS workflow, they will be back next week.
Next patch will focus on taking the GRID off the screen and implementing distance based calculations using the Hidden grid as base. Selections also will not be grid only based.
In memory of TITAN: Gathering Storm Update - Now on Beta!
2 years ago we showcased our concepts for In memory of TITAN moving forward, and the wait is finally over. The Gathering Storm starts on beta 0.8.2 patch releasing on friday 17th for december 2021.
We will be implementing major changes on gameplay, mechanics and interface on the upcoming public beta patches.
- The grid is gone! Movement grid will no longer be visible, allowing for some volumetric and distance based mechanics. No more fixed grid mechanics.
- Fixed turns are gone! Player turns and AI turns are removed. We are implementing action point based movement, combat and actions. This will allow for a more dynamic multiplayer and more timed demanding decisions.
- Multiplayer is on! We are enabling Co-op, PvP, and Auto-Chesslike multiplayer modes. Players will be able to assign special roles for different players, allowing them to have a wing controller or a surveillance captain.
- Ship subsystems are enabled! Fighting capital ships will be a complex and epic feat. You will be able to capture, salvage, scuttle and/or abandon ships behind. Your crew is more important than a piece of metal.
- Fighters, bombers and support vessels will be introduced in the game, controlling small wings, fighter aces and more!
- Proximity based sensors (fog of war is no more), all ships have a different signature allowing them to be spotted on the vastness of the void. Players will be able to expand this awareness bubble by deploying probes (First-Person WASD controlled) and small vessels.
- And finally. Major changes on mission progression. All zones of the solar system will be unlocked, TLDR there will be a supply system to progress across the solar system, if supply is cut players will struggle to move forward. Water, food and breathable air are more important than guns and ships.
Community input is invaluable to us, for that reason we will start a DevDiary series, stream live development so players can provide direct feedback and impact the early access process of patch 0.8.2 and forward. More info on this later.
See you guys soon for more updates!
Changes are coming!
Eva: Syntetic Humanoid Assistant
Hi folks,
It's been a while since our last announcement, this one will a long one. So brace yourselves because there is a lot I will cover on this post.
First of all, I'm starting a weekly devBlog, and will be updating our Opt-In-Tester* beta build each time we do changes for testing purposes, we used to keep our testing builds private but that's the first change we are introducing, we want all of you to be able to experience In memory of TITAN in all stages of its development, mostly because we want your feedback to make our game better.
I will announce our current changes to UI, Gameplay mechanics, Camera, Units, RTS/TurnBased game flow.
Be advised that the changes introduced on this post are a WIP and will be deployed for testing as soon they are finished.
*Tester builds are now accessible to all who purchased In memory of TITAN Early Access, to enable it please opt-in on the betas.
UI Changes: We felt that our current UI feels dated, cluttered and not very helpful, so we plan to change it to a more condensed style with more information displayed in a dynamic fashion that will give players a more direct and helpful feedback of what is happening on the battle.
We will include pre-calculations for hit%, damage, and more, also confirmation request for movement, combat, and action points spending skills or attributes.
Since 2 factions are in play on IMOT, the GTD and JC, we decided that also to help distinct ownership we will build 2 skins for our UI using as base the following designs...
Ship fleet menu for editing will get a complete rework, and now the ships will display a live feedback on looks, skins, names and modules installed on it. Yes you heard it right "names", now you will be able to rename all your non-hero ships to whatever you see fit, making you a real master of the fleet.
Gameplay Changes: This will be tied in part with camera changes for IMOT, as the combat flow will be revamped, currently you can only select 1 weapon to start combat and then a event/cinematic occurs and you are locked until said event ends, in the following updates we want to move away from that, while keeping the essence of the game intact; titanic ships pounding each others until they cease to exist.
Now you will be able to select multiple weapons and fire them all at the same time on a "salvo" mode; or you will be also able to attack different ships with multiple weapons and not be locked for a combat cinematic.
But for the guys who liked the drama of the close quarter battle all is not lost since we will introduce a free cam mode that will help you explore the map and your surroundings with ease.
Prometheus Nuclear Device
Camera Changes: Space is a deep cold place, the sense of freedom is something that we got initially wrong, to explain the issue further; we originally introduced a fixed location approach to RTS, in essence a do what you can with only the information of your direct surroundings; witch is OK for a single ship command, but once you put more vessels on the mix and different ways to finish a single mission it gets really difficult to keep track of your surroundings if your point of vision is fixed on a single available ship.
Our plans to address this issue is to use standard Strategy camera panning system to move around, also we will introduce the ability to scan other ships or asteroids by clicking them and if they are on a direct line of sight they will be scanned and a detailed information of that ship will be available for you and help you make more strategic decisions.
Lastly a free cam mode will be available on explored space, this will help you find new paths, and hidden objects scattered across deep space.
New ships Class-Carrier: We are proud to introduce our carrier class ships, and new factions. More information of these TITANS will become available soon. But here is a taste of what is to come.
JC-Ashura Carrier-Class
GTD-Posiedon Carrier-Class
New Faction: Pirates
Fighters, bombers and support ships: With carriers come fighters, scouts, bombers and support vessels, not only TITANS are the ones who dominate space; even the smallest ones may change the course of history...
Fighters will use a more RTS style control merging it with the passive combat system of the main vessels. On multiplayer you will be able to control your fighters if available and disrupt the enemy defenses while you nuke them or you could launch a bombing strike on key isolated targets that are outside your range. A more dynamic combat will unlock endless possibilities and ship combinations.
Version 0.2a Update:
Patch Notes:
Balanced weapons and passive systems.
Added ship highlight during turn phase: To help identify friend from foe and other proximity mechanics, intractable ships/objects will be highlighted.
Added installed ship perks on the ships HUD.
Added weapon quick access buttons on the ships HUD.
Added quick access turn ending buttons on the ships HUD.
Added quest pointer on mission select screen, it helps locating active quest and main quest missions.
Added Siege mode capable ships and options.
Added Special Class weapons mount on capable ships.
Added GTD-Artemis Class Hull: the Artemis Class is a ultra long range particle cannon, it requires to be on siege mode to fire its special weapon the Antimatter Cannon.
Added procedural generated lightning effects as replacement of all electrical effects.
Fixed bug during deployment phase.
Fixed crash on load of mission select screen.
Fixed bug on ships death, when killed by passive guns under ships active combat.
Fixed bug when finishing missions will not unlock some mandatory hero ships as result of mission completion.
Optimized grid and FoW functionality.
GTD-Artemis Class:
The biggest change for this patch is actually under the hood… we changed to host based authority; it allow us to start the host/client multiplayer and co-op implementation that is going to be playable on the upcoming opt-tester branch patches.
Version 0.01 Early Access is available!
Hi,
In memory of TITAN v0.01 is available now!
IMOT is currently on Early Access and comes with:
5 history missions with approximately 5-7 hours of play. (Prologue)
11 Ship-class.
15 Weapons.
15 Perks.
Turn-based initiative system.
Ship loadout system. (Work in progress)
Passive proximity combat AI (RTS element)
Destroyable levels. (Work in progress)
Solar system exploration through missions zones.
Procedural system of cameras for combat cinematics. (Work in progress)
Our Art and UI elements are not final and most of our systems need testing still.
We will update the game on a weekly basis, missions might come as they are ready!