Happy whatever day it is. I’m pretty sure it’s a Tuesday because my phone reminded me to post, but to be fair it’s been a bit of a blur. While Mike has continued to grind away on Mega Beast in his limited spare time, my spare time has been replaced by a new gig doing art things for money, inadvertently rejecting a normal human schedule, and celebrating my birthday on Sunday by being mad at the Superbowl for getting all the attention. Regardless, we made even more progress on Mega Butts despite our ridiculous schedules. Although, much to the dismay of literally no one, this will be a short post; with Fleet in the polish phases and the punch list dwindling down to minor tweaks and bug fixes, there isn’t that much to talk about. But that’s a good thing. Let me explain.
When we built Mega Sheet we excluded everything on our wish list, included everything required to ship, and only added new line items reluctantly or because we thought of something that was low effort/high reward. Believe it or not, we didn’t add much; the sheet has somehow survived mostly intact. If you’ve been following the blog for the last few months, we’ve talked about Ascension unlocks, MTX overhauls, Fleet from concept to completion, Track improvements, offline progress, new buffs, and everything in between. A lot of awesome shit, honestly. But the majority of the remaining items are balance tweaks and bug fixes aka the boring shit. This is our final sprint before we ship the Early Access version of STL and while that’s really exciting, the boring shit isn’t. However, here are some less boring things we knocked out last week:
- Improved badge rewards
- Removed MTX badges
- Moved free crate badge to crates category
- Increased user goal count
- Revamped goal UI
- Added buying a buff to tutorial goals
- Removed social badges
- Final goal reward (rarity) now scales with ascension
- Fixed a few bugs, including Endless part drops
Like I said, they aren’t the most thrilling things but another step in the right direction. The only things left on our list at this point are a few outstanding bugs, optimization, and general balance. The most cumbersome left at this point is deploying Mega Nerd itself, since we’ve practically redesigned the game at this point. We’ll likely need an entire weekend just to push the bastard but that’s a weekend we both look forward to.
Until next time.
Dan & Mike