Released Build 7 - Rocketry


Hello Everyone,

Blog

First off, I've decided to shift the focus back to be more tycoon.

There was a variety of elements from idle games that I was using just because they are expected of idle games, not because they work for the game. As such, a bunch of things have been changed around, chief among them being removal of Quanta. The speed controls are now just always available.

The next very big thing is an engine upgrade and implementation of ECS. The backend of the game has essentially been re-written. I'll be moving forward with more optimizations in further updates, there's still more stuff that can be turned to ECS to better performance gains.

The newly added mechanics are the orbital layer, and with it launch pads and satellites. These provide boosts to all sites on the same planet, giving a longer term investment. With that comes the new Tier One tech tree, which has harder to get data, but powerful upgrades around the orbital layer.

Due to backend changes and ECS implementation, the browser version of the game will not be updated past build 6.2.

TL;DR: Game has been shifted back more towards tycoon, with elements and design in place for those that want a more idle experience. Orbital layer, rockets and sats are in. There is a Large amount of backend changes in this build, so please post on steam discussions or our discord if you find any bugs, or issues/systems that might've been missed or badly balanced.

Now, on to the main show:
(Hard Reset is Recommended due to backend changes)

New Features

  • Upgraded to Unity 2022.3 and ECS
  • ECS implementation gives Major performance gains
  • Added Orbital Layer, Launch Pads, and Satellites
  • Added a new Tier One Tech tree, and a new type of Data
  • Added Warping to Other Planets
  • Vessel Modules, ship upgrades that move with you from planet to planet
  • Added Way more tutorials to help explain game mechanics as they come up
  • Added multi-build setting and more mouse controls
  • Data novelty mechanic

Changes

  • Field Station: - Reduced cost and cost creep - No longer produces data, just researches tiles - Researched tiles are needed for the new data type - No longer has infinite range, only researches adjacent tiles
  • Survey Hub: - Charge limit is now dependent on distance to nearest unexplored tile - This means the survey hub will charge slower the further it gets from unexplored tiles - Added a new tech to make cooldown be divided by number of volatiles processors on site - Rebalanced charge and cooldown for the above changes - Survey Hubs should be faster overall, but too significantly reduced if left idle
  • Changed the build menu to use icons instead of building names - Building names will show up at the bottom of the menu when a building is selected
  • Changes to Tech Tree: - The tech tree now uses tooltips for easier readability as all zoom levels - The tech tree now has colors to indicate if a node can be researched, and if there is enough data available to research it

Bug Fixes

  • Fixed clusters being able to overlap
  • Fixed clusters sometimes highlighting incorrect tiles
  • Fixed cluster borders not properly recoloring for adjacency
  • Backend changes fixed a number of issues
  • A number of small fixes that I forgot to write down to put here X)

Due to backend changes and ECS implementation, the browser version of the game will not be updated past build 6.2.

Links:

OOMM Interactive Discord: https://discord.gg/TnGm72hCAs
OOMM Interactive Ko-fi page: https://ko-fi.com/oomminteractive

Files

Eclectic Expansion Enterprise Build 7_0.zip 34 MB
Sep 12, 2023

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