Hello again folks,
We're back working on Katabatic Ascent now. Our 4X roguelike is still something we'd like to do, and will return to someday, but Katabatic Ascent is still our main project for the foreseeable future. I've been cataloging necessary bugfixes and gameplay tweaks for the past week, implementing a few of them along the way. There were a lot of basic mechanics introduced in our contest build that we didn't have time to polish at all. Now is the time to work on that.
Not that we're anywhere near feature-complete, of course. The whole ship customization system isn't in place yet, and there's a ton of content still necessary to fill in the existing mechanical superstructure. Yet I'd really like to have something genuinely fun to play in the short term, even if it's limited in scope. Once a game - any game - is enjoyable, it inspires ideas to improve it. The imaginative work becomes easier, taking on a force of it's own. So the goal of this next week is simple: make it fun.
"Fun" is an awfully nebulous thing though. There's plenty of theory out there on the topic, but the simple idea remains the same: "fun" varies from player to player. The big issue that jumped out at me this past week was the difficulty of air-to-air combat in Katabatic Ascent. I grew up on flight simulators, going way back to Chuck Yeager's Air Combat, and I genuinely enjoy the challenges of maneuvering around and lining up attacks based on deflection angles. It's harder than most arcade combat models, but feels rewarding when your positioning pays off and your target erupts in a fireball. Not everyone feels the same way though - the small hitboxes, lack of lead indicators, and lack of homing weapons may turn air-to-air combat into a frustrating experience for some. Only playtesting with a substantial user base can tell for sure. In the meantime, I'm working on some ideas to reward gunnery and maneuver while providing other players with easier ways to handle airborne enemies. Those hitboxes are probably going to grow regardless.
Hopefully we'll have some bigger news next week. Either way, I intend to be much more communicative online in the future.
E.