In preparation for the upcoming console ports, we've introduced a few optimizations. Primarily
- Removed an issue that would cause frame rate drops on older hardware
- Automatic system language detection and switch (if supported)
- Better stage loading. Should hiccup less in older hardware
- Optimizations to Sky Fire
- Other minor fixes and improvements (mostly for consoles)
[ 2024-02-23 05:17:41 CET ] [ Original post ]
After going to a few expos and conventions, we got some nice feedback we used to do some minor fixes and improvements. Here's the bulletpoints
- Adjusted some UI text for clarity.
- Adjusted Health / Shields UI for better readability.
- Generator load text in shop adjusted for readability on small screens.
- Defend VIP missions now come with a distance counter to know how long there is left on the mission.
- Changes to the tutorial to explain shields and generators.
- Improved gamepad-based control of UI menus.
- Fixed a bug that would lock weapons to be constantly shooting in Endless mode.
- Fixed a bug on the control remapping UI that would show the wrong buttons if the gamepad was disconnected after remapping.
- Other minor fixes
[ 2023-09-02 08:22:15 CET ] [ Original post ]
Small fixes update. - Fixed control remapping UI to make it slightly less confusing - Added a numeric display to the generator load on shop to get a better idea of how the generator is performing - Fixed a typo on shop UI - Removed an unwanted behavior on the top menu that sometimes would force-quit the game - Fixed a sound bug for machines with slow framerates
[ 2023-07-23 23:07:48 CET ] [ Original post ]
v 1.12 - Fixed a bug that would make the tutorial get stuck if secondary weapons were triggered before the comm prompt appeared. - Fixed a bug that would freeze the game after a bonus mission was played in the second half of Ep.10. - Added a "Special Thanks" section to credits.
[ 2023-04-05 00:19:26 CET ] [ Original post ]
Small fixes based on user feedback: v 1.11 - Fixed a bug that sometimes made surface units disappear abruptly - Removed behavior that made the player's ship return to the start position after shop, since it was too jarring. - Fixed a bug on the Endless Results screen that would display and save the wrong number of defeated enemies.
[ 2023-03-29 22:39:11 CET ] [ Original post ]
We're thrilled to announce a major update to our game, featuring the all-new Endless Mode! Thanks to Flightpath's procedural stage creation, this mode offers a unique experience every time you play.
In Endless Mode, your skills will be put to the test as you attempt to stay afloat for as long as possible. Be prepared for tougher enemies as you progress further. Luckily, we've added a host of new booster items to help extend your basic upgrades.
Making choices is crucial to your success in Endless Mode. At the start of each new stage, you'll be presented with a choice of boosts or debuffs. Choose wisely, as taking too many boosts early on may leave you vulnerable to debuffs when the game gets harder!
To make this mode even more exciting, we've also included a range of achievements for you to unlock. Brag to your friends by flying the furthest, destroying the most buildings, or rescuing the most VIP ships.
We can't wait for you to try out the new Endless Mode and see how far you can fly!
Trailer:
[previewyoutube=OG29S_K1XWA;full][/previewyoutube]
Changelog:
v 1.10b
- Endless mode added!
- Updated to Unity 2021.3.21f1
- New player gauges UI
- Added a new stage opening for bonus stages, so you know you're free to destroy everything!
- Various weapon / enemy damage balances
- Improved UI navigation to better support keyboard only (non-mouse) configurations.
- Improved control remapping to avoid double-selecting the same button for two actions.
- Fixed a bug that made it that primary weapons wouldn't preview on Micah's workshop.
- Fixed a display bug on the Pause menu.
- Worked around a Unity bug that failed to load the previous control mapping config properly.
- Fixed a control remapping configuration problem for cutscenes.
[ 2023-03-24 02:27:10 CET ] [ Original post ]
First and foremost, thank all of you for playing Flightpath! After a handful of people played the game, we started getting some feedback. There's a lot we want to add but it's going to take time. For the time being, we made a few quick adjustments. Nothing major, but here's a quick overview of what's been changed: - Fixed an off issue that made some enemies spawn after the MISSION CLEARED message appeared - Added a small in-game options menu during pause (volume, full screen on/off, slowdown on/off) - "Defend installations" become active just when the event starts, to prevent unintended collateral damage of nearby installations. - Fixed a minor behavior bug with some bosses' turrets. - Fixed an unwanted behavior that allowed out of screen enemies to shoot.
[ 2023-01-30 06:50:35 CET ] [ Original post ]
Only two weeks left before launch. With most of the kinks worked out, we prepared a new demo to match closer to the version you'll get in the final release!. We've added a lot of changes and fixed a lot of glitches based on your invaluable reviews!. Please, don't hesitate to let us know if there's anything we can do for you. Without further ado, here's the list of major changes since our last update (0.29)
- Max the Racer is now playable in the demo up to Stage 3
- New indicator that you've taken a hit, by highlighting the edges the of the screen red.
- Comms portraits updated (larger, better crops)
- Added "Defend" target markers to VIPs.
- Added custom player dialogues and animations when their ships are destroyed.
- Added a photosensitivity warning.
- Steam Achievements added (for the release version!)
- Added a whole bunch of new enemy names. (twitter promotion campaign)
- Updated support for ultra-wide resolutions (letterbox mode)
- Auto pause on Steam Overlay / Focus lost / Game controller disconnect.
- Spanish localization complete.
- Japanese localization complete.
- Linux build added.
[ 2023-01-12 06:12:04 CET ] [ Original post ]
Version 0.29 of Flightpath is now live! We've fixed a good amount of bugs from the previous version, as well as implemented a few new features based on your feedback! One of the common comments we received was how frustrating it was to instantly lose if you accidentally clipped a very strong enemy, like The Junkyard King. This has been addressed by setting a max-damage cap, and a temporary grace period. This change should make the game a lot more welcoming to people new to the shmup genre. We also added an option to turn off the slowdown effect during the comms in-game. If you want to take your time to read, leave the option on, but if you just want to jump to the action, go ahead and turn the slowdown off. AJ is also now playable up to stage 3! Explore a new storyline as you try to defeat the Syndicate! Besides that, a lot of changes to audio and UI improvements. For details, you can read the patch notes here v 0.29 - Adjusted audio normalization for most audio clips - Introduced audio ducking for important audio clips - Fixed a problem when several weapons sharing the same audio clip played at the same time, causing audio saturation. - Fixed a problem when several enemies would explode at the same time, spiking the volume up. - Fixed a visual bug that would make an enemy formation pop on the screen instead of flying in. - Improved credits crawls at the end of the game, customizable for PC/console versions (with / without publisher) - Improved energy booster drop logic, trying to drop a booster whenever the player needs it. - Initial enemy balance for all AJ stages. - Replaced placeholder assets with final version - Fixed machine gun getting silent after shop - Changed how the shop handles localization for weapon locations for flexibility - Added option to turn slowdown on/off during comms. - Fixed bug that would speed up comms after the Pause menu - Visual adjustments to mine stage enemies v 0.28 - Brushed up game assets for Zeelon cloud base - Swapped to a new shop model for the final asteroid belt stage (mini space station) - Added custom dialog / scenes for AJ's - Micah's interactions (Bonus Missions) - Improvements on stage building to help catch invalid stage configurations early on - Added a custom ending to E03a, since the jump to the cutscene was too jarring. Now Kath's ship lands on an installation before jumping to the story. - Improved credits distribution during "Chase Runaway" mode (it wasn't dropping any credits until the very last end) - Added a little direction arrow that points to nearby targets (buildings to destroy, objects to pick up) - Fixed a bug on bosses' laser beams that would get stuck if the player used their special attack while the laser was on. - Added more destructible things to bonus stages for extra mayhem. - Fixed a bug that left some dropped coins floating around after the stage was complete - Added a closing screen / credits after finishing the game - Fixed a UI navigation bug on the Shop that would only let the player circle around in one direction - Fixed a UI navigation bug on the Shop that would leave the "detach weapon" button highlighted despite being inactive - Fixed a Shop bug that would show an overload warning when detaching weapons - Adjusted SFX playback so sounds wouldn't cancel each other out when several weapons were shooting at the same time. - Several costs and power adjustments for weapons and other equipment - Balancing of difficulty on several stages - New starfield loading screen effect - Added support for ultra-wide screens - DEFEND markers disappear if successfully defended an installation - All of AJ's story implemented up to D09 (D05 - D09 balancing not implemented yet) - Demo release of the first 3 stages for AJ (D01 - D04 balanced)
[ 2022-11-22 09:18:37 CET ] [ Original post ]
In preparation for October's Steam Next Fest, we have built and released a small demo with the first four stages of Kath's story tree.
In this demo, you can experience the basic gameplay, as well as the path choice mechanic and see how those choices affect your game from that point forward.
Please keep in mind that we've only had a handful of people playtest the game, so some bugs might still be lurking. If you find a problem, don't hesitate to contact us at our Discord or contact link on the store page.
We also would like to know how to make the game better! We have lots of ideas, but we definitely want to hear from you.
As always, fly safe!
--
The Illogic Games Team.
[ 2022-09-16 01:44:30 CET ] [ Original post ]
🕹️ Partial Controller Support
- [1.19 G]
This is where three unrelated individuals decided to take matters into their own hands: Katherine “Kath” McKenzie, a mechanical engineer who spends most of her time tinkering with spaceships; A.J., a disgraced ex-detective who was framed for a crime The Syndicate committed; and Maxine “Max” Speed, a professional speedster racer.
After each of them crossed paths with the criminal organization, they vowed to find their leader, a shady figure that goes by “The Chairman”, and bring him to justice, whatever it takes.
Here, you follow the events of the three main characters in their quest to defeat The Syndicate. And, although the goal is the same for all of them, there is more than one way to get there. During the game, you’ll be able to choose which path to follow, altering the flow of the story, which characters you meet, and how the events at the end turn out.
Choosing your Flightpath!
We wanted to make Flightpath an casual, story-driven experience with action elements. One of the main features of Flightpath is giving the players the ability to make choices. In select stages, you will be presented with an option to take one of two possible paths. The choices you make, change the sequence of events from that point forward, telling a different story.
For instance, you could try and fight that big bad boss, trying to get one step closer to taking down the Syndicate. Of course, you'll have to sacrifice rescuing your dear friend in the process!
Of course, these choices affect how the game progresses. The actions you take, determine how the story unfolds, as well as the stages you get to play, the bosses you'll meet, or the missions you'll have to clear.
To keep you updated with the story, small dialog cutscenes appear after each stage, letting you know what your next mission is going to be, depending on the outcome of your last stage.
Confronting The Syndicate
Since there are various storylines to explore, we wanted to make each run unique. So, while Flightpath is a top-down shoot’em up, it is not a bullet-hell shooter. Instead of predetermined, synchronized attacks, we created a chaotic, unpredictable mayhem of action. Enemies spawn and attack patterns are procedurally generated, to keep you on your toes on each run.
Of course, this is not limited to just the enemies. The stages themselves are built procedurally, to keep things interesting on your second, third, or fourth run!
You are not just shooting, though! Depending on the stage, you’ll be asked to perform some sort of task to clear it. You might have to rescue an NPC, destroy an enemy installation, pick up some quest items, or, of course, fight evil bosses!
Each story run takes place throughout 10 different locations, each with its own unique setting.
- OS: Ubuntu 20.04
- Processor: Intel Core i5-4440 or equivalentMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: GeForce GTX 980 / AMD Radeon HD 7870Sound Card: ALSA Compatible Sound Card
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