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Artificial intelligence, dev status, and expos!


Hey everyone, hope you’re having a great summer so far! It’s been around 105°F here in Pasadena, which is just a few degrees above “pleasant.” As a reminder, if you haven’t received your download keys or your physical rewards, please message me on Kickstarter (or here) and we’ll get it squared away. Almost everything should have been delivered by now, barring the soundtrack and some late surveyors.

Along with plenty of bug fixes, the latest alpha update (v0.8.98a live on Itch and Steam) has bots enabled. The foundation for the bots was in place for a while, but they have a lot of logic now to react to the environment, search for opponents, and try and follow game mode objectives. Their logic will be improved with every update to address any feedback, but feel free to try them out!

Bots fighting bots
Bots fighting bots

Over the past couple of weeks, I’ve made serious headway into online play. I ran into a few stumbling blocks and it’s definitely not going to drop as early as I’d previously hoped, but most of the major technical barriers are out of the way. I’m focusing on the basics, starting with being able to connect via IP address. Currently connections, disconnections, player selection, game setup synchronization, and basic in-progress match actions are synced correctly.

IP connections and player synchronization
IP connections and player synchronization

In all honesty, this foundation was one of the biggest hurdles and technical challenges, so it’s a relief that most of the issues have been resolved. It’s based on a new and not-so-battle-tested networking system in Unity, so it’s been somewhat painful for most early-adopter developers. We spend a lot of our dev cycles in networking forums, trying to figure out if bugs are on our end or theirs, helping each other, and trying to decipher incorrect documentation. There are lots of edge cases I need to find and tackle before turning the feature on, and after that, it will be more fixes and progress on public and private match listings.

While the focus was definitely 95% on network play, I managed to sneak in a couple of new Nemoris maps for testing, and I worked on some content lists for the final stretch. There is less time for experimentation at this point, though the game is by no means feature-locked (still alpha). I will still work with the Heroes to design new characters, and I’m still planning out the Cartographer details for the backer maps.

Ali and I have completed the soundtrack and the first final mix / mastering pass is complete! The updated tracks will be in the next update, though some of them still won’t be heard until their associated planets (Craterus and Arenae) are released. Stay tuned for crispy-sounding tracks in the next drop. Once all the final audio assets are in place, the game will go through an entire mix pass before release as well. And of course, those of you who backed the project at the Composer tier or higher will receive download codes for the soundtrack once it’s ready.

My time at the moment is divided between development and all the logistics for the upcoming conventions. We’ll have a booth (#6014) at PAX West from September 2-5, and also at XPO Tulsa from September 23-25. There’s a ton that goes into planning these, involving extra help, flights, hotels, shipping gear, arranging on-site resources, preparing promo materials, and of course, finalizing the convention game build. I want to thank you all again for supporting this campaign, as part of the funds were definitely reserved for this, and it’s because of you that we’ll have a presence there!

If you’ll be at any of the conventions, please stop by! I’d love to meet you in person, and I’ll have more expo details as the dates approach. This does mean that Invisigun development will slow down in September, though I’ll have the middle of the month for progress on that front.

That’s it for now, please enjoy the updates and while I can’t promise when, I hope to have network play via IP address turned on soonish!

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