Dev Log #4

The Solar Settlers store page was approved! (You can wishlist the game now if you’re so inclined 🙂 )

http://store.steampowered.com/app/655480/Solar_Settlers/

So that means I’ll be announcing the release date later today.

Just working on fixing up a few lingering bugs before sending out a huge blast of emails to YouTubers and such! Trying to decide whether to do a release date embargo for this one. Axes and Acres had a good launch with that approach, but it’s so hard to disentangle if that was the cause.

Dev Log #3

Back at it on today! Tuesday! There have been a couple short weeks lately with all the long weekends… Anyway working on tidying up a bunch of loose ends. Some unlocking bugs, some small balance tweaks, added a leaderboard for Unlock XP level. (And made my code for leaderboards more general so I won’t have to rewrite so much every time…should have done it a long time ago heh.)

Wresting with the idea of where to put the Weekly challenge mode at XP wise, and the larger issue of how fast things should unlock. I want the XP ladder to provide a gentle carrot for a long time, but I also want to make it so the people who really dig the idea of a Weekly challenge can get into it quickly, and I think it’s one of my tastier-looking carrots…

Maybe an alternative unlock mode by winning a rank 30 match or something.

Hopefully Valve approves my Store Page soon, apparently I have to wait 2 weeks after that is live to launch. That will probably be what defines the launch date at this point. I gotta get this game out there, it’s been too long since a release and I’m feeling antsy.

Dev Log #2

Was working on some button/menu sounds and such today, and they started sounding annoying when two particular ones played at the same time (a “bip” and a “doo dee” if you want a little insight into my sound file naming process :P)

Anyway, I ended up tuning “bip” to D# in Audacity. Dissonance resolved! Reminds me of tuning a drum set or something.

Other than that basically just whittling down a huge list of minor tweaks and bugs to get ready to send the game out to YouTubers and games websites and such. Probably need to get a few “fresh” eyes on the tutorial before that though…

Dev Log #1

Got the last couple of alien races into Solar Settlers, plus cleaned up a bunch of random XP/Unlock tasks and stuff. Couple people were commenting on the discord that there needs to be a higher degree of randomness somewhere in the design. I THOUGHT CARD GAMES WERE SUPPOSED TO HAVE TONS OF RANDOMNESS? ISN’T THAT THE BIG MEME? 

Anyway, hoping to have a system similar to the Minos shrines or something to address the problem a bit. The races and unlocks and such should already be doing a lot of help with the longevity thing. Also trying to decide between $8 and $10 for Steam.

Steam Store page should be live by Monday, and then TWO WEEK LAUNCH CAMPAIGN GOGOGO

Militia Update 1.14 is LIVE on Steam (60% off!)

Militia on Steam

Patch Notes:

-Fixed red-text bug occurring when returning to the main menu during the enemy turn
-Fixed rare bug during board spawn
-Added BrainGoodGames splash screen
-Fixed bug with Linux plugins not loading properly on some platforms
-Potential fix for Linux sound issues’
-Fixed bug with Wizard freed from prison not enabling mirrored previews (with right click)
-Added confirmation popup when about to engage in friendly fire (killing allied units)
-Added option to confirm or deny placement match results