Hi there, we’ll be releasing the full version of Chaotic Era on Steam soon and distributing free copies to all purchasers of the Early Access version. Keep an eye out for that! It’s a massive improvement.
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hey seth, we’re adding video, audio and sensitivity settings ASAP to help with that! feel free to head over to the discord if you have more questions: https://discord.gg/HPB2mrw7Xy
just tested it on similar set ups (including ventura) and it’s working over here - but i’m sure we can get you up and running.
head over to the “game-feedback” channel in our discord and we can troubleshoot this for you: https://discord.gg/HPB2mrw7Xy
no in-game instructions right now, but happy to help you out over in our discord! https://discord.gg/HPB2mrw7Xy
hey there - our discord server is the best spot: https://discord.gg/HPB2mrw7Xy
head to the “game-feedback” channel and drop it there! thanks!
Hey all,
Put together a new devlog yesterday chronicling some of the recent work we've been putting into Chaotic Era over the past month.
For those unacquainted, Chaotic Era is an interstellar strategy game (think Civ meets 2001: A Space Odyssey) on a massive scale.
You can read the full post here: https://www.bobbybobbybobby.com/blogs/news/how-we-made-a-combat-system-for-a-game-with-no-enemies
We've been putting a lot of thought recently into how to keep a game without any enemies interesting. That led to us building out an Incident system--essentially combat without actual enemies. We're still working through a lot of the details, but we wanted to share our thinking and philosophy on the system as well as how we're trying to build it in an intentionally scaleable way. We want to give ourselves the opportunities to create a wide range of content for the game down the line, including content we may not have even thought about yet.
Would love to get your feedback on our progress so far.
This month, we focused on a complete reworking of our game's UI. Turns out a lot of the UI that we thought would work in theory kinda broke down once we put it into practice.
Our game is an interstellar civilization simulator with campaigns that take place over millions of years. But our game is also minimalist, and black-and-white only. Those self-imposed restrictions and conditions have created a lot of challenges for us, but it's been exciting to work our way through them.
It's also meant that we've had to get really creative when it comes to UI. Instead of traditional routes, we've been looking to a lot of FUI (Fantasy / Future UI) examples in film and television to figure out how to create a realistic tool for navigating space at scale.
You can read the full writeup on our site here: https://www.bobbybobbybobby.com/blogs/news/how-80s-scifi-inspired-a-complete-overhaul-of-our-games-ui
Here's a GIF of where we're at now! More GIFs and examples in the post.
Would love to get everyone's thoughts on our progress so far.