Meet Your Match

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Today we can happily announce that Hex Gambit‘s Apex Cup now uses the robust style of skill-based matchmaking you all enjoyed in our previous TBS game, Outwitters! That means we’ve added an under-the-hood skill rating that watches how well you fare against other players. As everyone starts to spread out across the skill range, your matches will become more and more even.

The Apex Cup is all about battling other factions for territory, so affiliation is a factor now, too. Here’s how it works:

  1. The new matchmaker favors skill-based matching above all else.
  2. Once it’s found a set of suitable candidates, it’ll match as many players as possible with an opposing faction.
  3. Being that picky can really bog down matching for 2v2, so your faction is only considered for 1v1 Apex Cup matches.

To clarify: if two players in a similar skill bracket are queued for 1v1 and are on opposing factions, they will match against each other. But in scenarios where the matchmaker has candidates in your skill range and none are from an opposing faction, it will match with one of them rather than waiting for perfection. We’re striking this balance to give you a fair match as quickly as possible.

The first question that’s bound to be on every Outwitters fans’ mind is, of course, what about my skill tier? This update is strictly a server-side, invisible kind of thing. But we are looking into visible ways to showcase your skill rating to the world, and we’ll have a solution for that in a future update. Stay tuned!

Check back weekly for more progress on our upcoming turn-based strategy game, Hex Gambit. Buy a copy today to save 10% on our $14.99 launch price, then give us some feedback to help shape the final product! If you haven’t already, be sure to sign up for our mailing list to get an email reminder for the official release on PC later this year.

Categories: Hex Gambit

Join the Hex Gambit Discord Community!

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Our always amazing OML fans have created a Discord server for Hex Gambit players and fans. As Early Access and the official release versions come online later this year, you can consider it THE hub for PC and Nintendo Switch™ players alike. If you want to find a 2v2 partner, talk strats, or connect with live opponents for a pickup match; this is the place to be!

Categories: Hex Gambit

A Taste of Victory

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Attention Kickstarter PC backers: Looking for people to play the Hex Gambit alpha with? Drop into the community Discord server via the widget on the right and say hi!

For the rest of you waiting patiently, here’s a fresh peek at the upcoming Apex Cup we’re adding for next year’s beta. This is the”Torga Wins” map state, one possible outcome at the end of a season. I only wish a screenshot could do the fireworks justice.

Click to enlarge.

 

Categories: Hex Gambit

Redonkulous Update

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Phew! Took quite a bit of effort to get Tilt to Live 2: Redonkulous up to snuff, but it’s done! It’s an oldie but a goodie. A nice side effect of having to update the underlying Unity engine was some decent performance gains during gameplay.

Blast from the Past

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We’ve just submitted an update for Tilt to Live HD adding 64-bit compatibility for the upcoming iOS 11 release. This should keep the game working a few more years, until iOS inevitably decides to support quantum-bits. Next up for the 64-bit treatment: Tilt to Live 2!

Categories: Tilt to Live HD

From the Trenches: Part 1

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I’m in ‘networking land’ for the next several weeks/months for Hex Gambit as we try to start getting this game up and running for online multiplayer. While a lot of the ‘big features’ are now largely known, I wanted to share over the next few weeks a few of the tiny features  we’re implementing into Hex Gambit that I think some of our more dedicated fans might appreciate. But first, a quick history lesson:

Outwitters was our first major online game. Since then we’ve heavily updated it, launched Space Food Truck, and then over-hauled the online system for SFT as well.

Not every update networking-wise has been ideal, but with each subsequent release we’ve learned a ton and have been able to improve the fundamentals. Outwitters never really had truly ‘live play’ (or what some of our forum regulars call blitz play). We were able to update the notification system for faster response times, but limitations of the system kept it from really achieving that goal.

Space Food Truck finally was able to achieve seamless real-time play with asynchronous fall-back. A huge upgrade to how things use to work. But we weren’t satisfied 100% with the user-experience due to more technical limitations on getting the asynchronous play to ‘play nicely’ with real-time servers. Not to mention, stability was harder to achieve in this system than in Outwitters.

Now with that bit of background out of the way, what does that mean for Hex Gambit? With this being our 4th-ish iteration of online turn-based play we’re confident we can finally meld the two modes together in a way that feels good and looks good and is responsive.

So one of the tiny things Outwitters/SFT fans may pick up on when playing Hex Gambit for the first time is if you leave your game mid-turn, you won’t have to redo your turn from the beginning. Why? In Outwitters and Space Food Truck, entire turns were sent to the server. In Hex Gambit, each action a player takes will be sent instead. This does complicate a few implementation details, but this approach leads into another minor detail that Outwitters fans will appreciate that I’ll go into next time.

Categories: Hex Gambit

Space Food Truck Update

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We’ve just rolled out an update to Space Food Truck for all our platforms addressing some of the performance issues we’ve been hearing about. Here’s the list of tweaks for 1.2.285.

Changes:

  • Fixed memory consumption issue on inventory screen. Should fix the crashes many are reporting on mobile as well as result in notable performance improvement on lower end machines and devices.
  • iOS-only: reduced OS requirement to iOS 8.0.
Categories: Space Food Truck

New Online Games List

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Screen Shot 2016-04-28 at 11.05.42 PM

After adding a few different difficulties to Space Food Truck, our simple “quickmatch” solution for online games felt like it needed a little attention. This weekend we’re testing a new solution in our “thar_be_dragons” beta branch: a lobby screen that lets you browse every available game. It’s pretty simple at the moment, you can quickmatch like old times or be picky, but it lays the groundwork for our next big addition: asynchronous play. We’ll also be adding some better “rejoin” functionality soon for players who get lost in space.

Also new this build: 12 new crisis scenarios (3 for each room).

If you want to help us troubleshoot the new lobby this weekend, right-click Space Food Truck in your Steam games library, click Properties, go to the betas tab and switch to “thar_be_dragons” in the dropdown. As always, let us know what you think either by posting in our Steam discussion group or emailing us directly with any issues you run into at bugs@spacefoodtruck.com.

Gameplay

  • 12 new crisis scenarios added
  • New character chatter added

Improvements

  • New online games lobby.

Fixes

  • Fixed an audio bug involving ship SFX in-game stopping
  • Fixed an audio SFX volume adjustment bug after leaving a game.
  • Fixed various in-game crashes/hangs from playing cards
  • Fixed a crashing bug in the event UI if the player tried to take the damage in some scenarios.
  • Fixed a crashing bug involving crises expiring that would hang up online games.
Categories: Space Food Truck

SFT 1.0.221

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Our migration to Unity 5 is done! There were a few bugs that snuck past in the migration over the weekend that we tidied up, and we’ll be sure to fix any more that might spring up later. This build is now on the live branch, so for those that were being super helpful and giving it a go on the beta branch over the weekend, feel free to switch over to the normal build. Thanks so much to those that give the beta a spin this weekend!

Fixes

  • Fixed audio clipping bug that would cause some background elements to go mute.
  • Fixed a crashing bug in the event UI if the player tried to take the damage in some scenarios.
  • Fixed a crashing bug involving crises expiring that would hang up online games.
Categories: News, Space Food Truck

Space Food Truck: Unity 5 GOTY Edition

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Things have been quiet on the content front while we lay down some foundational work for Space Food Truck. It’s a bit of a slog now, but in the end we’ll be much more efficient at adding things and fixing bugs. We’ve got lots of cool stuff planned for the future of Space Food Truck, so keep an eye on this news feed!

Part of our overhaul has been upgrading SFT to the latest Unity Engine build. Typically it’s not something I would attempt to do mid-project, but the benefits of not having your environment crash randomly, plus the opportunity to address some bugs in the core engine felt well worth the risk. This transition has not been without a few mind-bending bugs that have made me question causality and the nature of reality. This image pretty well sums it up:

That said, the Unity engine update should go live sometime early next week. Anyone wishing to help us put the latest build through its paces can switch over to the ‘thar_be_dragons’ beta branch on Steam this weekend. Be sure to send your feedback and bug reports to bugs@spacefoodtruck.com!

Here’s what’s new this week:

Gameplay

  • You can now zoom in/out on the galaxy map with the mouse scroll wheel.

Improvements

  • Upgraded SFT project to run on Unity 5 Engine.
  • Optimized rendering performance of galaxy map by ~15-20%.
  • Event Log is more responsive when closed during ship animations.

Fixes

  • Fixed path highlighting bug in galaxy map where some paths would only partially light up.
  • Fixed bug where the vent monster could get stuck on the ship after a “spacetime flies” event. (Yikes)
Categories: Space Food Truck