Just a bit of a public brain-dump from the campaign stuff I’m working on again.
things to do:
- Handle situation where your fleet retreats from battle, at the same turn that the AI invaded the retreat destination and conquered it.
- Better handling of retreating mid-battle, rather than letting your fleet insta-quit the minute you see the enemy.
- Code to scale the AI so that it attacks less at the start of the game, and puts off a homeworld invasion until much later. Also, maybe some tutorial help hints to advise you not to leave the homeworld undefended.
- Investigate why the threat level of systems seems to rise too quickly.
- Give a loyalty boost to any planet where your fleet just repelled an AI attack
- Add some sort of method for the player to see which other GSB player supplied his opposition fleet, and maybe give feedback on the enjoyment.
- Overall difficulty balancing code to prevent a cakewalk or being quickly and decisively crushed.
- Tutorial hints needed on when and how to repair ships
- Feedback at the end of turns on loyalty and threat changes
- Better UI to show that the current recruitment and cash earned from systems is being scaled by loyalty
In other news, I’m apparently going to be giving a 20 minute talk at the World Of Love Indie game conference next friday in London. Eeek. Public speaking etc. Scary…
I’ll probably talk about the business side of selling direct on the PC, because not many people have succesful experience of that, so it might be interesting to some people. I hate being known as ‘the biz guy’ as much as ‘the piracy guy’. I’m a game designer and coder really, but there are lots of people who talk about those topics. Ho hum.