Sector Six is elegant and innovative RPG/shooter hybrid. Build your own spaceship from procedurally generated parts and fight the Machines to save your universe from destruction!
Sector Six shares many elements with Diablo-clone games, like Torchlight and Path of Exile.
There's random loot, skills/abilities, dungeon-like missions with many enemies to destroy, and a lot of character customization options.
Combat system has similarities with combat in shoot'em'up games.
You need to dodge enemy projectiles to stay alive.
Core feature of Sector Six is spaceship building from procedurally generated parts.
You can add up to 80 spaceship parts to your spaceship!
Game is still under development!
If you find something broken or annoying in game, report it to me and I'll try to fix the problem.
I am after couple of levels, time for some feedback!
Overall - cool.
What I like:
Atmosphere
Graphics, animations of hit/die
Upgrades are great. Building your ship is fantastic.
Lots of abilities, upgrades.
What I don't like:
Shooting - I need to click every time to shoot, my finger hurts!
Abilities - I have no idea what I have selected, so I don't remember cost and efect. Also efects are rather not visable, so even after using something couple of times I still don't feel what is going on.
Enemies: Only two types of enemies? I don't understand their patern of movement, and since my shoots are slow I can't work with accuracy, just spam and hope I'll hit someone.
Overall sugestion - take some time and work with obviousness of skills/powerups/currency.
That is a cool trailer for you game. Next time you update the game, I'll play it and give you feedback. Lancing did a good job at giving you feedback on the current version and I'll be too busy to play the game in the next few days anyways.
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(Nitemare38 = Otyugra)
Two and a half years of game development taught me the joy of making something unique and unconventional. It is not good enough to make a game fun when there are way too many other freeware games that make fun their selling point.
I don't know if you played Diablo or any of Diablo clones (Torchlight, Path of Exile, etc), but I want controls like in those games. Still, maybe I will change to space bar shooting in future.
And I know that spam clicking is literally finger pain, in new version shooting is already hold-able. I can't make auto-fire through, combat in future/high level will be intense and will require player to use many different abilities, so auto-fire is not an option.
i have a small suggestion with the graphics,i think u should make your planets a little more blurred or foggy so as it looks as if it is in the background.now on first view it looks like the ship will actually collide with them.
Update is finally here and it's HUGE! Three massive bosses added, new ship parts, new abilities, new reward types, new enemies, new backgrounds, new enemy intelligence and much more! Full list can be found here.
Just finished uploading new version! Old version had two crashes, one on intro mission when machine ray hits player and other, that used to occur when all parts were removed from building field.
Alright, I must say that you are doing a really good job on this game!
Pros:
Refined looking art style; the fog on the main menu went over the buttons, which I didn't like at first, but after seeing it a few times I must say that it really adds something to the ambiance.
Well put together controls; the control are not stellar, but I was not feeling burdened by any means
Physics and effects are well done; When you blow a part off of a ship, the effects you have are really nice. Along with this, the movement friction is a nice touch.
Cons:
Translation; I found a couple of translation errors, mostly just missing words
Enemy movement; overall the enemy AI was pretty good, but the vertical movement of the enemy ships made it a little difficult to land a hit unless you were parallel to them, which allows you to get bombarded by all of their attacks. Consider reducing their vertical movement speeds.
When you have the tutorial messages, you also have a line next to them that points to the part of the UI that you are talking about. While this is okay, your tutorial messages slide in from below, and it would be better looking if you waited until the slide animation was over, then quickly faded the lines in from there. Or even better, you could make it a dynamic line, possibly making use of paths and such.
"Fullscreen;" this was atrocious. When I saw the fullscreen option, I was ecstatic. I was disappointed when I couldn't run this game at my native resolution. Based on the rest of your game, I would feel strong in assuming that you have the programming knowledge to allow for adjustable resolutions. Put that in; it will be a nice touch. I have a pretty nice script lying around that allows for this if you would like it.
As far as overall rating, for an early development game it is amazing. You are well on your way to making a beautiful game out of this. With the current setup you could also port it over to iOS and Android, which would open a lot of opportunities for you. If you have more questions about my thoughts, then feel free to PM me!
Final Thoughts:
Great potential, good initial direction, and looks like a whole lot more to come in the future.
Text errors will be fixed in final game, I'll get someone to do it, tutorial line suggestions are easy to implement, I think I'll add feature to stop friction movement when holding some button and yes, I am going to do something to improve full screen.
Very smooth gameplay. I havn't ran into any bugs as of yet, (don't really see that happening). Great art style and concept. I did find it hard to understand, (being one who dosn't enjoy reading a lot so that's my bad). Overall the game was very fun and would keep my attention for hours if I wern't in school! Keep it up man, you've gained another supporter!
Deep tutorial is under development! I have no talent in making simple games, so currently biggest issue with Sector Six is that it can be complicated.
Thanks for support!
Simple games are boring! Go wild with it man! I have the same issue, but my problem is that I'm a little over ambitious is all. Anyway, can't wait to play through the tutorial and then play through the whole thing!
Don't worry, I am actually trying to make Sector Six as complex as possible. I believe that those complex mechanics that Sector Six has will help it to become a successful game.
I was thinking to make one huge update, that would have all new awesome features, but realized it would take like three months to implement them all. So I decided I'll release that big update in parts. That means update is close!
Good news!
I was thinking to make one huge update, that would have all new awesome features, but realized it would take like three months to implement them all. So I decided I'll release that big update in parts. That means update is close!
Can't wait! Good luck and take your time man! Game is great so far and I'll be following it's progress!
Bosses now have more interesting attacks and slightly less armour.
Introduction has been updated.
Game is now side-scrolling!
Enemies no longer are level locked, you can now fight any type at any level.
Enemies now drop part safes, that give you parts and alloy containers.
Secure regions now can get occupied again!
Survival missions removed.
You can now hold R to seek targeted enemy.
Parts can now reduce taken damage and reflect enemy attacks!
Interfaces updated!
Spoiler
Now when laser hits enemy, particles are displayed.
New objective end animation.
Added backgrounds for Blighted remains, Colowis, Azarl, Labyrinth and Damned mist.
Laser light etalon firing graphic updated.
Now you can see ship effects.
Spoiler
Some weapons now have minor shooting animations.
Damage frame updated.
Projectile sprites updated.
Now here are star clouds in background.
New etalons has been added.
New abilities.
Spoiler
Matter burn.
Thermal wave.
Apocalypse reaction.
Augment armour.
Heat siphon.
Ethereal burst.
You can now equip alloy containers and consume alloy to repair elder armour in battle.
You can get them from part safes and mission rewards.
Abilities re-balanced, now they are more useful.
Spoiler
Trigger explosions ability updated.
Veteran sniper fixed.
Better ship parts are less rare now.
Now you can dismantle ship parts to earn iron, which is used to refill alloy containers.
Inventory increased by 8 slots.
Building field was slightly increased.
You can now hold E to close dialogues faster.
Nomad class unlocked, new weapon and abilities.
Spoiler
Part tooltips now appear after short delay.
Now you get 25 maximum elder armour boost when you level up.
Plasma waves now move just a little faster than player ship.
Repairing enemies now only repairs your targets.
New information files.
Spoiler
New part designs are now unlocked on lower levels.
New enemy.
New sound effects.
New tutorial!
I'm sure I missed something, have fun exploring new version!
Don't forget to tell me if you dislike something/see something broken, I will do everything I can to fix it.
Next update is probably full screen mode for most, if not all resolutions and maybe some new content, like new enemy!
Just made this post to reassure that I am still working on game, it's slowly getting better and everything is OK!
Here's how technology interface looks in Sector Six version 0.2.0!
Spoiler
Last few weeks were quite interesting. Sector Six was reviewed and praised on three websites, I watched Sector Six stream, got many comments and ratings. This gave me so much motivation, thanks to all who said good words about my game!
Now I have Twitter account. @DeveloperZuurix
Follow me on Twitter if you want to track Sector Six development progress and maybe even see few screenshots from game future!
From now on, every Sunday I'll post a news article, echo, in which I'll write what I've done with Sector Six!
I've decided to do it, because I felt I wasn't active enough.
This week I have...
Updated options interface, now you can adjust both sound and music levels.
Updated results interface.
Updated level up interface, now leveling up is much faster.
Added few new achievements. Currently there are 20 achievements.
Reworked binary. Binary is now called pyramid, it no longer splits and reflects lasers.
Next week I'm planning...
Polish map, spaceship, achievement and settings interfaces.
While not developing Sector Six...
I was playing Beyond Good and Evil. It's fantastic game, has amazingly good story, gameplay and atmosphere! 100% recommended.
I haven't done much, but now I'm even closer to finishing interfaces. I was planning to finish HUD this week, but, thanks to beavers, this didn't happened.
This week I have...
Changed laser collision particle.
Changed bitter minion shooting animation.
Changed bitter minion name to probe.
Improved HUD.
Added frame and background around the interface buttons.
Moved spaceship renaming button to the settings.
Finished making achievement interface!
Finished making mission fail animation!
Next week I'm planning...
To finally finish HUD, polish other interfaces and begin to work on new content.
While not developing Sector Six...
I was playing Rift, Beyond Good And Evil, Trove, Sunless Sea and This War of Mine for a bit.
I was sitting without electricity. Dumb beaver cut tree and it fell on wires!
I was in the lake.
I was working on my friend's project, In the Cold. Find out more...
Changed few things in story mission 1.
Improved message system.
Added frames around buttons in settings, credits and reward interface.
Added new spaceship, demolisher, that you can escort.
Renamed Azarl to Negati.
Renamed Hope to Paradise.
Renamed Heaven to Alpha Pulsar.
Renamed Anchor Rift to Beta Pulsar.
Renamed Still Void to Venerion.
Renamed Draktia to Phase.
Renamed Pale Moon to Lumer Pass.
Next week I'm planning...
To continue polishing escort missions and interfaces.
To add Beta and Alpha Pulsar region backgrounds.
To add pdate destroyed region missions.
While not developing Sector Six...
I was playing Skyrim, Rift and Path of Exile.
I was watching Generator Rex.
Slightly improved Niss region background.
Removed annoying enemy trait: Spawns heavy when destroyed.
Added new exciting enemy trait: 10% chance to explode when hit.
Added new buttons for quickly muting/maximizing sound/music volume.
Added XP pop-ups.
Added backgrounds for Alpha Pulsar and Beta Pulsar regions.
Updated story mission text.
Updated achievement text.
Updated main interface buttons.
Updated credits.
Updated level up screen.
Updated intro logo animation.
Made microscopic changes to game logo in main menu.
Made microscopic changes to interface frame art. Damn, I'm perfectionist!
Adapted minion AI to new interfaces.
Improved parts that were added last week.
Improved inventory management, now parts can be dragged and droped into building field and inventory!
Improved Negati region background.
Optimized interface sprites to reduce game size.
Discovered interesting fact: Current Sector Six inventory has sixty-six slots!
Next week I'm planning...
To polish interfaces. Soon complete interface overhaul will be complete!
While not developing Sector Six...
I have finished watching Generator Rex. That was great!
I was writing my fantasy book.
I was playing Skyrim and Path of Exile.
Wow. So far this game is really good! I love the beautiful art and the RPG 'character building' and story add a certain depth not present in most games in this genre. In this case, the complexity and level of detail is a huge boon.
Wow. So far this game is really good! I love the beautiful art and the RPG 'character building' and story add a certain depth not present in most games in this genre. In this case, the complexity and level of detail is a huge boon.
I'm glad you like it!
That was my goal at very beginning - to create complex game with decent graphic and story.
After two or so months of work, interface overhaul is finally over!
Now I am going to work on content!
This week I have...
Added screen shaking effect!
Added pulsars to Pulsar Alpha and Pulsar Beta regions.
Increased game speed to 60 frames per second!
Fixed serious issue with the dust clouds.
Fixed issue with lasers disappearing when your spaceship is near escorted ships.
Improved Alpha and Beta Pulsar region backgrounds.
Improved Lumer Pass region background.
Updated story mission 1, now spaceship cannot be moved during two first dialogues.
Updated and moved effect icons.
Updated mission reminder, now different missions have different reminders.
Updated technology interface, now it should be clear that all abilities are unlocked.
Did microscopic changes to interfaces.
Next week I'm planning...
To make new destroyed region mission.
To improve random item engine.
To do post interface overhaul clean up.
While not developing Sector Six...
I was playing Skyrim and Path of Exile.
I was writing my fantasy book.