Greetings Siphonophore overlords!
While working on controller support we have fixed several issues and made some improvements to the game - both performance and visual. Each fix is listed in the changedlog of Version 0.5.2 below!
As development goes on, we want to bring an additional Sipho version - a special Controller-support enhanced build which includes more drastic changes to allow full utilisation of controllers. We are not ready to publish these changes to everyone who has not deliberately opted-in so we decided to publish that in a beta branch in steam. You can opt-in for controller-support build in Sipho properties in your Steam library:
Currently ungrowing and repositioning zooids is not possible using controller. We will be fixing that and improving usability in future updates. Let us know what you think about playing the game with a controller!
Version 0.5.2
- Fix extra zooid selection throwing errors when navigated with input keys while there are no extra zooids
- Report when poolable is destroyed because due to not having an original
- Fix Spike Zooid background not being pooled properly
- Fix nutrition icon in Aquarium enemy spawn menu
- Add flashes to powerup pickup effects and fix their colors
- Properly re-select UI elements. Fixes Aquarium elements not being highlit when re-entering Aquarium mode
- Fix Aquarium sounds being paused in Aquarium
- Add sanity check for Greaser Renderer Cloner erroring out
- Handle loading more defined inputs than we know about
- Cache postprocessing values which otherwise allocate GC memory
- Improve performance in Aquarium - prevent UI from rebuilding itself each frame
- Do not recreate all Zooid buttons on every structure change
- Unparent zooid connectors when zooids are about to be destroyed. This prevents connectors from being destroyed
- Set icon of enemy size Aquarium option
- Fix camera jumping around when switching between Growth and Aquarium modes
- Do not update lost zooid ghosts while not in growth mode
- Only create/remove changed zooid overlays instead of all and on every structure change
- Only mutate enemy inventories if the queen has been defeated
0.5.2 + Controller Support
- Forgot to add outline sprite
- Add selection outline to skill UI
- Reset navigation state when popping ZooidInfoAndUngrow
- Change and add new keys for doing growth things. You can now edit skills with keyboard/gamepad
- Fix extra zooid selection throwing errors when navigated with input keys while there are no extra zooids
- Report when poolable is destroyed because it didn't have an original
- Fix Spike Zooid background not being pooled properly
- Fix nutrition icon in Aquarium enemy spawn menu
- Add flashes to powerup pickup effects and fix their colors
- Properly re-select UI elements. Fixes Aquarium elements not being highlit when re-entering Aquarium mode
- Make gamepad twinstick less twitchy
- If you're using a gamepad, you will get gamepad bindings for skills
- There is no longer a dedicated button for switching movement on the gamepad. Use the settings menu instead
- InputManager GetAxis now takes into account the deadzone
- Legit twinstick support for gamepads
- Aquarium spawning with controller
- Do not constantly select deselected object
- Fix Layout browser not showing entries
- Stop trying to grow when you run out of nutrition for the selected zooid
- Update growth points if the target zooid changes
- This fixes the bug where the ghost would stay in the corner until you moved the mouse
- GrowZooid more directly controls when to override the mouse position for drawing ghosts
- Make Aquarium Spawn logic use UIModule stack
- Aquarium toggled with north button, menus navigated with shoulder buttons
- UIModule driven Aquarium activation
- Assert that we don't unpause game more times than we pause
- Close Layout Browser when pressing cancel button
- Tooltips follow their targets instead of attaching to a static position
- Don't use the singleton if we can help it
- Add IAddRemoveHandler interface and use if to indicate when a UI module is being pushed or popped instead of doing a weird bool
- Show player aquarium menu only when base growth module is active
- Deactivate module after popping
- Quit Growth module immidiately after growth is toggled - otherwise other modules get pushed to stack
- Make layout browser work with UI stack
- [Experimental] restore selected UI element after mouse click
- Fix null ref exception when exiting play mode with growth mode open
- Fix mouse tooltips also being toggled by the tooltip toggle key
- Fix menu opening after leaving growth mode with Esc
- Reuse Aquarium UI module for layout browser
- Add name property to generic Aquarium UI module
- Make tooltip appearance abstract and automatic on selection
- Hacky way to exit growth mode after popping the selectZooidToGrow module
- UI Module stack deals with Cancel key input instead of all the modules
- Growth no longer super aborted if you press escape
- Remove/replace a few old inputs with the new input manager
- Add tooltips for SelectZooidToGrow (or maybe we could just do it in the UIModuleStack ?)
- Fix tooltips not toggling correctly
- ZooidInfoAndUngrow now correctly handles UIButton changes after a zooid is ungrown
- Fix an issue where left-clicking a zooid would ungrow it
- UIModuleStack remembers and restores the previously selected UI element when pushing/popping modules
- Added comments about when each UIModule method gets called
- Don't toggle tooltips in non-growth mode
- Keyboard/gamepad overriden tooltips can be toggled on/off with a special key
- Show tooltips of the selected zooid
- Push the required new GameKey, whoops!
- You can now enter zooid info and ungrowth mode while in the growth menu by pressing 't' or the north dpad button (subject to change)
- Abort zooid info and ungrow module if the mouse moved
- Rename UngrowZooid to a more broad ZooidInfoAndUngrow
- Slightly rework tooltip instance to have better API
- Zooid ungrowing emulates PointerEnter/Exit events on ZooidButtonUI
- Use polymorphism in BuildUIManager because we can
- Simplify Aquarium Menu UI module
- Add Debug Menu entry for UI module stack
- Fix null reference exception in GrowZooid
- Do not open aquarium menu when player controls are disabled (for example game menu is open)
- Aquarium UI module WIP
- Added a very barebones ability to ungrow zooids with the controller
- Re-activate the older module after the popping the newer module
- GrowZooid ui module pops itself if there is no active ui element or if the cancel button is pressed
- BuildUIManager pops zooid selection module when leaving growth mode
- SelectZooidToGrow module now uses GrowZooid module if a zooid becomes selected
- BuildUIManager uses SelectZooidToGrow when enabled
- Use InputManager for determining when to use the mouse or keyboard/gamepad for growing
- GrowZooid now uses the zooid ghost for previewing build locations
- Add a UIModuleStack to gameplayUI
- You can now grow zooids by using the keyboard/gamepad
- Use the GrowthUtility CircleColliderRadius where needed in GrowZooid
- Make FindNeighbors a GrowthUtils function instead of being a part of BuildElementUI
- Growth points can now be iterated via the automatic UI navigation
- GrowZooid updates growthPointUI elements as the structure changes
- GrowthPointUI is now poolable
- Growth points are stored in a list once again + angle bugfix
[ 2019-10-26 20:25:37 CET ] [ Original post ]
- Sipho Linux [211.44 M]
Sipho is a game that combines eerie real life underwater creatures, insects, body parts with building, combat and exploration. Create your own creature by combining various parts, called zooids. Each zooid specializes in some sort of function– some zooids eat food, others are responsible for movement, attacking other creatures or providing structural support. Most zooids have active and passive abilities. All of the zooids combine into a single creature, Sipho, whose main goal is to climb to the top of the food chain, by using cunning weaponry and various skills.
Collect nutritious food, grow your own creature to become the best of them all. Beware though, there are powerful enemies out there to stop you.
Features
- Creature customization
Create your own ultimate monstrosity by combining different body parts, each with unique function. The further you progress, the more options you unlock, the more powerful you get. - Choose your own playstyle
Unlock 4 different species throughout the game and discover the one that fits your playstyle. Mix and match parts from different species to create the ultimate monstrosity. - Infinite worlds
Dive deep into various undiscovered places without the need to look back or backtrack. - Battle cunning bosses
Show your superiority by defeating the best of their breed bosses to unlock parts to aid in your conquest. - Environments
Your journey will take you from the underwater depths to lush environments to undiscovered and strange lands.. - Replayability
Sipho features infinite procedurally generated worlds teeming with life and challenges. Each playthrough will also provide you with different zooids that will further enhance your creature, allowing to try out various playstyles throughout the game.
- OS: Ubuntu 12.04+
- Processor: Intel Core i3 2100 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 460 or equivalent
- Storage: 512 MB available space
- OS: Ubuntu 12.04+
- Processor: Intel Core i5 2500k or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750ti or equivalent
- Storage: 512 MB available space
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