Welcome to our not so frequent blog. We released the Instincts public Alpha last week and was surprised to see more people enjoying then we thought originally would. Not many in total played it. So I guess this is what comes down to marketing your game very early.
Changing from the user system to the profile system has allowed us to use a good forum software for support and change logs. This really has been useful. WE just need to get a handle on posting all our work everywhere now.
Between now and release we have milestones and goals. The first we have reached which is to have a playable alpha. To us the Alpha builds are not meant to be feature complete, they are meant to grasp the core gameplay ideas to see if they are playable and fun, and tweak where we need to and see how it turns out. Beta will be in our ways is a feature complete game that has not got all its content or balance yet this will be where a lot of testing goes and balance patches occur before final release.
During the Beta we want to run Kickstarter and Greenlight campaigns to get us to the finish late, provide some moral and hopefully, in the end, succeed so we can release our game on steam. This is the overall picture we have for those that were curious about the direction we are headed.
New AI Spawning Mechanics
There is now an AI manager that looks at the world and decides whether or not to send more enemies at the players, when it does decide it should. It sends meteorite like shuttle that crashes into the earth and aliens come out. This is in early trials but we are loving how it works so far. It allows us to start doing other event based AI actions like targeting locations where rare items spawn or target a group of players doing serious damage to the alien cause.