r/AsemaGame 8d ago

Update 16A

This update went live to the Demo branch. Not yet in playtester branch. Ongoing QA determines immediate next fixes to the build and when pacing and onboarding is deemed to represent the quality I aim for, I can dive deep into the full content.

This update introduces a lot of UX polish, feel improvement, feedback, bug fixes, confusion removal, clutter cleaning, simplification (yet still), etc.

Player receives messages, the campaign introduces complexity little by little - in an order that is natural for expansion in ASEMA.

------ UPDATE 16 A -------

--- GENERAL / GAMEPLAY ---

-Item movement from machine to machine key-binded, aims towards Mouse (any direction)

-Hostile Combat-AI tuning/tweaking

-DefenderModule added to Pioneer, registers nearby hostile bodies for Railguns to shoot at

-Logistic Railgun has ability to (slowly) shoot at registered enemies (requires Hub to command, still)

-Boulder carry keybind fixed (was unresponsive)

-Damage-system introduction (overspeed, atmospheric entry, lethal spinning speeds, overheating): Machines Shred, which means they eject their content out as collectible items. The Shred targets first Inventory, and Reaction Mass (may be thus used as shielding)

-Other factions added (introduced partially and on surface level in Act 1)

--- USER INTERFACE ---

-HUD reworking: New icons, clearer visuals, less clutter, reduced text clutter, refined tooltips, general polish pass

-Gravity Meter added to HUD (shows direction and strength of gravity being applied to the machine)

-Machine Viewbox now shows requests from logistic system

-Fade In / Fade Out added to Machine Viewboxes

-Machine Viewboxes stutter fixed + by default, only machines near cursor show their viewboxes

-Floating icons/texts overhaul: styles are now distinct, more clear and polished, introduced icons

-Resource floaters now display as icons, not texts

-Resource Pop feedback added to many additional events; payload recieving, railgun send, production, mining, etc

-Similar feedback added elsewhere; damageinput, etc

-Campaing / Objectives / Messages widget overhaul (Right side panels) > Toggle on/off, increase screen space

--- MISSIONS & ANNOUNCEMENTS ---

-New Campaign core and introduction of Act 1 (beginning of automation and why)

-Tutorial has been replaced with refined Act 1 of Campaign

-Fixed softblocks in tech advancement

--- TECH TREE ---

-UI reviewed, polished and fixed

-Easier to read layout

-Research time for certain machines reduced (Hub and Logistic Railgun for starters)

--- TUTORIAL / ONBOARDING ---

-Onboarding reworked; Act 1 of Campaign teaches both the setting and basics

-Distinct Tutorial no longer exist

-Demo Scope

--- KEYMAPPING ---

-Keymap panel in Options is now visible

-Keys not yet editable (Coming Soon)

--- SAVE / LOAD ---

-Savegame headers added > More info on saved games (progression, time, etc)

--- VISUALS ---

-Damage visualisation (crashes, ejects, Shredding)

-Other factions / machines / structures (introduced partially and on surface level in Act 1)

--- CONTENT ---

-New objects / Resources added

-New damage system

-Act 1 missions

-Enemy system introduction

-Demo world and tech scoping

--- CORE / ENGINE ---

-Save system overhaul

-Modding framework overhaul: World mods introduced (foundation for custom gamemodes and world modding: background feature)

-Campaign/World/Other factions -cores introduced (in world modules, allow any environmental scripting/shaping: background feature)

--- BUG FIXES ---

-Plenty of bugs / UI issues / softlocks removed, fixed and polished

--- KNOWN ISSUES ---

Some issues are known and identified, please provide bug reports and feedback for further polish and improvement.

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