Project Update #36: Bit Odyssey by Chris Carson

D9e78a277485272685a261a6a919defb original.jpg?ixlib=rb 2.1Posted by Chris CarsonFeb 28, 2020View on Kickstarter

So we finally the ship came out of the time-loop that the project has been trapped in for several years. We have suffered moderate damage but repairs are under way. As Captain I would like to provide my deepest apologize for our absence. FINALLY I am in a position where I can finish the project. I now work full time in game design through Clickteam. We are at the tail end of the initial work load of the recent console conversions of Five Nights at Freddy’s and as such I have been able to finally dedicate real time to Bit Odyssey. I will COMPLETELY understand any hostile hails you want to leave here and if you do I will do my  best to address each comment with the respect you deserve. Again my apologizes for the long absence. On to the good stuff. I am going to post every two weeks on Fridays new Captain’s logs about the games progress, The biggest thing to note is that the game base resolution has been changed from 568×320 to 1138×640, this move will accommodate better current mobile devices and display better on PC. This also will allow me to have more space to bring better UI and game pieces, the original resolution was becoming to restrictive.  Starting with the Ship design screen we have added two new functions. The first is mostly cosmetic, Instead of being locked into preset color combinations we have added the ability to select from several palettes for each ship part type. These include the HULL, DETAILS, BRIDGE and the ENGINES. We plan on using the same code base to allow NPC vessels the same variations and your weapons systems. The second will have impact through out the game. The new Hardpoint system will generate installable hardpoints that you can modify from a new ship detail screen. These additional slots can affect everything from available cargo to weapons and shields strength. These changes are reflected in the stats panel you now see to the right of the ship. I still have to add the last new ship stat which will be power reserves. Power reserves will have a big impact in battles when I show you the new system management control which will allow you to divert power to different functions on the ship.In two weeks I will post the next log which will provide a refreshed look at weapons design. The plan is by the end of march to allow you to test the new ship design and use the new combat engine in a separate executable. I will be duplicating the posts on our Patreon for Clickteam as well, https://www.patreon.com/Clickteam Look forward to hearing comments, good or bad and thanks for reading!

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