CTF Development, Polish & Steam Achievement Teaser


After returning from a bit of a busy couple weeks I've started working a bit more on everything. This includes adding a background, music and more settings to the lobby. Additionally the steam version is at 20 achievements with more on the way (they are really fun to add)! lastly in terms of major content the Capture The Flag game-mode is being polished as currently its fairly buggy!

Finalizing The Lobby

I've done the best I can to setup a lobby in such a way that it's intuitive and usable in Oculus VR. So far it's just about done with. In team deathmatch you'll also have an extensive amount of settings for bot-players with options to set the bots to be on the smallest team, be on random teams, their own team, or force a 2v2 if you want to play solo.

The above is what the lobby looks like in Steam (with the Player placeholder replaced with your name).  The only difference between it and the itch version will be the lack of an invite friends button. 

The unit select screen is also done! When/if more units are added I'll add some more pages!


Capture The Flag Development

Current CTF is still getting ironed out. In ideal circumstances it is fairly simple to play the game and go through it with no bugs, but it still needs some QoL features and stuff to help it flow. Some issues I've encountered are ways to provide the player with information on the state of their flag and other players scoring. Not to mention there is currently a bug in scoring where all players will lose if a players index doesn't match their team index. I'm fairly optimistic this will be fixed soon.

What's Left For Release?

So there are a few factors besides the ones above limiting me currently. First and foremost I want to make a better trailer. But to do so I still need more quality of life features. Effectively the following needs to be implemented in addition to making a final trailer:

  1. VR needs some kind of hands, just lasers looks jank.
  2. CTF obviously needs to work and flow.
  3. Certain balance changes need to be performed for CTF specifically (ex: larvling + respawn = OP)
  4. I need to finish writing up my manual containing all the min/max info.
  5. After making my trailer I need to MARKET. Steam wishlists are crucial and launch day sales are required to move your game up in the list of recently released ones.
  6. Because of the above I am debating performing a simultaneous release with itch and steam. I'm not sure yet. I'd like the testing feedback from itch, but I'd also like the extra traffic to actually have a chance to build into further traffic. We will see.

Overall there is still a ways to go. Hopefully by the end of it you'll be able to enjoy it too!

Steam Achievements

I'd like to end off showing some of the steam achievements and achievement art I have set up. Here are just a few:

Teleports Behind You... & ...Nothing Personal Kiddo

"Teleports Behind You..."is an achievement you get for using the Assassin special attack once. After using the assassin's special attack 100 times the achievement "...Nothing Personal Kiddo" will be unlocked. I like to think its funny.

Sparks Of Fire

This achievement is unlocked by winning a game with a team comprised entirely of Fire Wyverns (Ignis has been renamed!). Fractals are fun!

Fractal Recursion

Speaking of fractals, this achievement is unlocked by having a larvling spawned with a special attack, use its special attack to make more larvlings. I felt the recursion theme was pretty cool.

Game Over Man

A simple achievement but another funny one. This involves winning a game with a team comprised entirely of abominations.  Hopefully my avid sci-fi horror fans will get the reference.

Closing

That's all for this week! See you next week! Stay hyped!

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