Every person has a list of things they want to do in their life. Releasing my own game is on my list, and I've now done it!
I would like to thank all the people who supported me during the development of the game with their understanding, suggestions and tests. My family, colleagues, but especially the following friends who have tested the game with me again and again: Ekty, Moztr, Shutdown
So it's not over yet, I'm determined to continue to support and improve my game in the future!
I can't believe it, after 7 intense years of development, the game will release in about 2 weeks on 2023-11-27!
When I started developing the game, the initial idea was having a project for 1 year. Only static turn-based tactical battles, staying mostly in a FTL-like view and micromanaging ship systems from there. But the vision for the game was quickly getting more and more ambitious, away from static battles to controlling ships in a dynamic 2D world while still keeping all of the micro management without overwhelming the player at the same time. By centering the game around a campaign with ship progression and RPG elements. By developing a game design that allows all different kinds of game modes. And of course also by providing a much better replayability by including a ship- and scene editor and even providing the possibility to implement own code in groovy programming language.
I worked on the project alone the entire time and only in my free time, alongside my full-time job in a technical management position, which in itself is very demanding both in terms of expertise and time. There were times when my agenda for the game definitely felt a bit too ambitious, and as is probably usual in such projects, there were a lot of ups and downs.
Now the development is finished. I'm still doing final tests and polishing some details, but the game is pretty stable already and the campaign plays exactly as I imagined.
I am aware that the game is rather niche, some elements, especially in the campaign, can be considered hardcore and therefore may not appeal to every player. But I hope that a community will form that has a lot of fun with the game and perhaps shares its own ships, scenes or even creates mods for the game.
I feel like an actor who has put a lot into a new play and now has doubts before the premiere.
Personally, I'm happy with the result and would definitely do it again despite all the effort!
I have successfully founded my sole proprietorship (yes, this takes 3 months in Germany and no, I don't need a dumpster for my business!) and am now registered in the Steamworks Developer Program.
The game is now in release candidate state and will probably release end of November!
In the past months I did a lot of playthroughs of the compaign, taking care that the game feels like I intend. This of course includes balancing and bug fixes, but also testing the game on different PC platforms (from recent high-end AMD and Intel PCs to a 15 years old Windows 7 PC) and doing game optimizations to make sure that the game will run on all of these platforms well. Of course also tested it on different operating systems, including all Windows versions from 7 to 11 and various Linux Distributions of similar ages.
Additional game modes have also been implemented:
Arena: Multiplayer PvP and PvE arena, free for all or in teams
Battles: Multiplayer PvE battles against ai enemies. Features ship progression between the fights
Race: Race mode to chase for highscores or to test your ship controlling skills against your friends
I also finished other items on my list like global highscores and finishing the Mod SDK that will be shipped with the game.
I still have to do more testing and I also need to take care of legal aspects and prepare everything that is needed for publishing.
It will still take some time until the game can finally be released, but it will be definitely this year!
the creation of game content reached an important milestone:
The campaign can now be played from the beginning to the end!
There is still a lot more to do, especially side quests need more content. Other than that, my focus will shift from creating content to a lot of play testing to fix any glitch I can find and also to polish game balancing.
I still can't tell when the game will be released, but it's getting closer!
I've created a detailed presentation that breaks down my game and basically shows how a game works under the hoods.
You can learn a lot of details about the internals of Spacecraft Tactics and also in general about internals of video games and applications.Last Outpost Campaign,
play testing with some friends of mine over the years of development always showed that - although the usuability of the UI improved a lot - there are some explainations needed, especially of advanced game mechanics.
Therefore I've now integrated an interactive tutorial into the game that explains all important ship systems and how to control the crew and the ship.
The asteroid where the player starts the campaign is the last outpost of rebels against the empire. They got spotted by scouts and must now relocate their outpost before a fleet of the empire arrives and destroys the outpost.
Development is mainly focusing on the campaign, most other parts of the game are finished!
I've recorded a video, introducing the campaign. Enjoy!
Video: Last Outpost Campaign, October 2021, see External Links
In the video, we will approach an enemy space station trough a slim corridor. We have to take out some guards before we can engage the space station itself. The station is able to destroy us very quickly but it has a weak point. With the right tactics we will be able to succeed.
With the scene editor you will be able to create such missions and probably even greater ones yourself. You will also be able to load your scenes in free game mode and play it with friends. I will also use it a lot to create the actual campaign, although the campaign of course will have more gameplay elements than just I showed today.