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Before / After on our Starling port
This is what we have been working on the last couple of weeks and now you can see a preview in a before and after shot. Hopefully you will notice which one is after ;-)
Porting the game to Starling was not that difficult, but it took time and we had to choose whether or not to keep the native vector graphics or not. We chose to go all in for Starling and removed almost every native flash component. Which in the end will be a good decision because every piece of graphics end up in a sprite sheet and thus reducing memory costs and messy code.
Stay tuned and we will post more previews!
Last week we released timed missions and it turned out to be a huge success with over 2500 missions played within 24 hours. Timed missions creates a time limit on regular game play and is an unlimited resource generator. You can also earn 0-3 flux by completing timed missions, the amount of flux is not set in stone and we might tweak it in the future.
So far there are missions for level 1-15. The next step will be to implement more high level missions, within level 15-30. After that we will see what happens.
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Astroflux update:
We have a brand new design for the crew selection page when starting a new explore. We made a more compact, business card like design for the individual crew members to let you get a better overview of what they are up to. The levels is hopefully more highlighted with the highest one in the brightest colour.
We also made the sorting better by now starting with the available crew members on top. Before we did not even show the crew members out on a mission (to save space) but think this give you a better view of all of them.
Also, we added a test version for you to try that uses the whole browser space to let you view more of the game at once. This is a big step for us towards a full screen, graphic accelerated version of the game that should dramatically boost graphic performance and making it possible to add even more particle effects and such.
Have funsies!