Hello everyone! First, thank you all who have supported us already, it's super exciting (and intimidating) to be releasing our game finally! We've been at work adding lots of small improvements, bug fixes, etc. into the game. I'm hoping to do biweekly releases, but that schedule will likely change and adjust based on time available and the scope of our current features. Speaking of which, lets get into!
Achievements
We've added achievements! For up to a total of 40 currently, with a few of them hidden. We plan to add more achievements over time, but this should help the craving some of you have to make some accomplishments while playing.
Endless Mode
We've added an endless mode! A very simply implementation for the time being. We have some ideas for expanding this in the future, and offering different variations of the mode. But for now, it simply emulates a modified version of the level from the final boss; if you want to avoid spoilers, hold off for now!
Controller Overhaul
A lot of work was done to completely overhaul our controller support. It functioned previously, where now I hope it will thrive. We've swapped our entire input system over to using Rewired. Things feel more consistent and stable, but no change like this comes with no risk. If you see any issues please let us know! Contact information to report bugs or just chat with us will be at the end of this post.
Similarly, a lot of work was put in to make using a controller feel a bit more intentional. Previously we were essentially simulating a mouse cursor on the screen that the controller could move around. This isn't very intuitive, so work was done to make the menus all work much more naturally with a controller.
With all of this well, the art for the controller displays has been swapped to a more standardized art library.
Hopefully this all helps to make the controller feel much better, and more stable in the game!
Other Changes
- Made landmines explode when lobbed on top of another landmine.
- The settings no longer has an apply button. Swapping settings now adjusts dynamically with no need to apply. This also applies to the sound sliders, where you'll dynamically hear the volume change as you adjust the sliders.
- We've given the enemy tanks names, and assigned those names in the Level Editor. You may see these names used elsewhere in the future as well; it's also possible we'll change the names in the future.
- Objectives where the goal is to not do something by the end (Don't move 100ft, Shoot no more than 5 bullets, etc) should now show as completed on the small right-hand display at the levels end.
- Added a Stereo sound option, which is enabled by default. This should allow sounds to come more from one side or another based on the direction they were triggered. So bullets should be heard on the right, when shot on the right. This setting can be disabled in the settings menu.
- Added a preshooting indicator to the enemy tanks. For a brief moment before an enemy shoots, their barrel should glow red and get larger. Hopefully this should give more of an indication when an enemy is about to shoot, especially at close range.
- We've changed the phrasing of the difficulty selection to more accurately reflect the intention of the selection. Rather than selecting a difficulty (implying the game would be harder), instead it now asks "How do you want to play?".
- Did a lot of general cleanup in the main menu, so its functionality and look should be a bit cleaner.
- Added the level editor and its functionality to the main menu, so it's more obvious and easier to access when playing the game.
- Added some minor blurbs on the main menu texts. Deathmatch has gained a "4P" to indicate it can be played with up to 4 players, and the Campaign (previously play) and Endless buttons will have a "2P" if it detects any other controllers plugged in.
- Added some new main menu backgrounds, currently we will have background representing Solstone Ruins, Copperfield Manor, Shiverstone Cliffs, and Nitro-X City.
Bug Fixes
- Fixed the scrolling sensitivity of dropdowns, so its much quicker to scroll through.
- If we have a disaster scenario where a level cannot load, we will now take the player to the Bunker, instead of getting stuck.
- Fixed a bug that caused Solrem to fall into lava, and never be seen again.
- Fixed a rare bug that caused the player to be unable to move until restarting the level.
Feedback
Thanks for reading through our update notes! If you find any bugs, issues, or even just a suggestion on how to make the game better, there's lots of ways to chat with us! Feel free to contact us through any of the following listed ways, whether its to report something, or just talk about the game.
Chat with us on
Discord
Tweet at us on
Twitter
Get involved with the community in the
Steam Discussions[ 2023-04-07 15:42:10 CET ] [ Original post ]