ːSD2DGreenː As you can see in the update log below, this announcement cover a few updates; 1.0.2 has been out for a while but didn't change enough to warrant an announcement, 1.1 however brings a some changes to the king of the Hill game mode. And here's a video about it. https://www.youtube.com/watch?v=pn3QZtqX04Q So, a Spacewars! mode was suggested in the forums; I like the gravity mechanic and thought it would improve the king of the hill mode, and here we are. No screenwrap however, sry m8. As said in the video: the score is very dependent on how strong the gravity applied to you is, meaning that you need to be close to the center to score faster. Basic orbital dynamics work: burn prograde at apoapsis or periapsis to raise the other, and retrograde to do the inverse. ːSD2DHypersquareː Update 1.1.2: - King of the Hill: Framerate fix Update 1.1.1: - King of the Hill: Changed Gravity formula - King of the Hill: Changed scoring: no more zone, score based on Gravity formula Update 1.1: - King of the Hill: Added Gravity Well mechanic - Race: Added Race for Space theme Update 1.0.2: - Fixed Fonts where needed. - Fixed conflicting default keyboard binds Update 1.0.1: - Race: Added Lap Counters - Asteroid Defense: Added Ammo Counter - Credits: Added player 2 - README: changed from .rtf to .txt
:SD2DGreen: As you can see in the update log below, this announcement cover a few updates; 1.0.2 has been out for a while but didn't change enough to warrant an announcement, 1.1 however brings a some changes to the king of the Hill game mode. And here's a video about it. https://www.youtube.com/watch?v=pn3QZtqX04Q So, a Spacewars! mode was suggested in the forums; I like the gravity mechanic and thought it would improve the king of the hill mode, and here we are. No screenwrap however, sry m8. As said in the video: the score is very dependent on how strong the gravity applied to you is, meaning that you need to be close to the center to score faster. Basic orbital dynamics work: burn prograde at apoapsis or periapsis to raise the other, and retrograde to do the inverse. :SD2DHypersquare: Update 1.1.2: - King of the Hill: Framerate fix Update 1.1.1: - King of the Hill: Changed Gravity formula - King of the Hill: Changed scoring: no more zone, score based on Gravity formula Update 1.1: - King of the Hill: Added Gravity Well mechanic - Race: Added Race for Space theme Update 1.0.2: - Fixed Fonts where needed. - Fixed conflicting default keyboard binds Update 1.0.1: - Race: Added Lap Counters - Asteroid Defense: Added Ammo Counter - Credits: Added player 2 - README: changed from .rtf to .txt
ːSD2DGreenː 1.0 is here. With it comes some fixes, some additions, some tweaks, some optimisations and an overhaul of Asteroid Defence. Sounds for the powerups and enemy destruction have been added. The effects volume and music volume mix has changed; now turning music volume to 0, turns off the automix allowing you to play with only the sounds of the effects. Minor tweaks were also made in Endlesss mode, in both solo and Co-Op: the Boss' shooting pattern depends on remaining health, and the kill multiplier drops off faster in Co-Op.Race Mode also subject to some small changes: a start delay at the beginning of the level, and a visual aid to see if you've passed a checkpoint. A lot of the changes can be seen in Asteroid Defence: beforehand power ups would come in based on previous power spawns and a timer, and they would effect turret rotation and rate of fire. Now the power ups are spawned by the asteroids upon destruction based on RNG, but also on time for the ROF power up. However the rotation speed power up has been replaced with ammo for the shotty. This means that you can store a maximum of 12 shots for the secondary fire mode, and each power up gives back 6 shots. Is this the last update for SD2D? No, not at all. Of course, I'll come back to fix bugs that are found, but I also intend to implement some new functionalities such as leaderboards, more music, game modes, and maybe achievements. ːSD2DHypersquareː Update 1.0: - Sound: Disabled automix when Music Volume == 0. - Sound: Improved Auto-Mix, and increased effects volume in auto mix. - Sound: Added Destruction Sound. - Sound: Added Darkenergy Pickup Sound. - Sound: Added Extra Shield Pickup Sound. - Race: Added Start Delay. - Race: Added Checkpoint Flash - Endless: Changed boss shooting behaviour - Asteroid Defence: Rotation Speed increased - Asteroid Defence: Rotation Speed Powerup replaced with Shotty ammo power up - Asteroid Defence: Powerup now dropped upon asteroid destruction - Asteroid Defence: Added Shooting and power up sounds - Co-Op: Adjusted kill multiplier dropoff. - Graphics: disabled some particles and background effects on Fastest - General: removed unused, obsolete and redundant code.
:SD2DGreen: 1.0 is here. With it comes some fixes, some additions, some tweaks, some optimisations and an overhaul of Asteroid Defence. Sounds for the powerups and enemy destruction have been added. The effects volume and music volume mix has changed; now turning music volume to 0, turns off the automix allowing you to play with only the sounds of the effects. Minor tweaks were also made in Endlesss mode, in both solo and Co-Op: the Boss' shooting pattern depends on remaining health, and the kill multiplier drops off faster in Co-Op.Race Mode also subject to some small changes: a start delay at the beginning of the level, and a visual aid to see if you've passed a checkpoint. A lot of the changes can be seen in Asteroid Defence: beforehand power ups would come in based on previous power spawns and a timer, and they would effect turret rotation and rate of fire. Now the power ups are spawned by the asteroids upon destruction based on RNG, but also on time for the ROF power up. However the rotation speed power up has been replaced with ammo for the shotty. This means that you can store a maximum of 12 shots for the secondary fire mode, and each power up gives back 6 shots. Is this the last update for SD2D? No, not at all. Of course, I'll come back to fix bugs that are found, but I also intend to implement some new functionalities such as leaderboards, more music, game modes, and maybe achievements. :SD2DHypersquare: Update 1.0: - Sound: Disabled automix when Music Volume == 0. - Sound: Improved Auto-Mix, and increased effects volume in auto mix. - Sound: Added Destruction Sound. - Sound: Added Darkenergy Pickup Sound. - Sound: Added Extra Shield Pickup Sound. - Race: Added Start Delay. - Race: Added Checkpoint Flash - Endless: Changed boss shooting behaviour - Asteroid Defence: Rotation Speed increased - Asteroid Defence: Rotation Speed Powerup replaced with Shotty ammo power up - Asteroid Defence: Powerup now dropped upon asteroid destruction - Asteroid Defence: Added Shooting and power up sounds - Co-Op: Adjusted kill multiplier dropoff. - Graphics: disabled some particles and background effects on Fastest - General: removed unused, obsolete and redundant code.
ːSD2DGreenː Here is 1.0, Space Drifters will have all the originally planned features and more, and later this year will come a Steam Version. This update changes the boss' shooting behaviour, adds some sounds, improves performance with the fastest graphics option, adds some options to the high settings, and removes a lot of old code giving a slight performance boost and removing some bugs. While this is the last planned update, this isn't the last updated so any suggestions and feedback are always welcome. I've also managed to fix most of the known bugs, I'm unceratin about hit detection, but I haven't managed to reproduce the bug in a while now, most of the bugs got cleaned out last time and this update mainly fixes bugs that this update caused since I moved to the latest 4.7 build of Unity. ːSD2DPlanetː Next I'm going to be working on the website: mainly the documentation for Space Drifers 2D, but also I'll update the DEMO. After I finished that for Space Drifters I'll be starting on some new projects, hopefully two of them will arrive on Greenlight and itch.io within the next few months. ːSD2DHypersquareː Update 1.0: - Sound: Disabled automix when Music Volume == 0. - Sound: Improved Auto-Mix, and increased effects volume in auto mix. - Sound: Added Destruction Sound. - Sound: Added Darkenergy Pickup Sound. - Sound: Added Extra Shield Pickup Sound. - Race: Added Start Delay. - Endless: Changed boss shooting behaviour - Co-Op: Adjusted kill multiplier dropoff. - Graphics: Added Fantastic (Vsync Off) and Max - Graphics: disabled some particles and background effects on Fastest - General: removed unused, obsolete and redundant code.
:SD2DGreen:Here is the last update before 1.0. This update mainly fixes a number of bugs found in the previous version and sets up some of the next implementations that will come with 1.0. :SD2DStar:This update has been sitting in the updatetest branch for the past week, and the only remaining bug found is the resume button in the pause canvas in 2 modes. I've also attempted to improve the responsivness of the keyboard controls: Player 1 now has the new method while Player 2 remains unchanged for comparison, and with the next update I hope to have fixed the keyboard controls. Update 1.0 will be in a test branch soon, I'll keep you posted. :SD2DHypersquare:Update log entry in the README: - BugFix: Versus Asteroid: Win Canvas was visible from the start. - BugFix: PowerUps: Wrong Sprite. - BugFix: Race: Player 1 destroyed on game launch. - Game First Launch settings enabled.
ːSD2DGreenːHere is the last update before 1.0. This update mainly fixes a number of bugs found in the previous version and sets up some of the next implementations that will come with 1.0. ːSD2DStarːThis update has been sitting in the updatetest branch for the past week, and the only remaining bug found is the resume button in the pause canvas in 2 modes. I've also attempted to improve the responsivness of the keyboard controls: Player 1 now has the new method while Player 2 remains unchanged for comparison, and with the next update I hope to have fixed the keyboard controls. Update 1.0 will be in a test branch soon, I'll keep you posted. ːSD2DHypersquareːUpdate log entry in the README: - BugFix: Versus Asteroid: Win Canvas was visible from the start. - BugFix: PowerUps: Wrong Sprite. - BugFix: Race: Player 1 destroyed on game launch. - Game First Launch settings enabled.
:SD2DStar:I've been sitting on this update for a bit longer than initially anticipated. I ran across quite a few bugs one after the other mainly due to the scope of the changes, and also it seems that the OSX version of the game was getting flagged by the anti-virus WebRoot. To fix this I've removed a couple of hidden files that my OS puts in there that have previously been found to trigger false positives. I hope this resolves the issue, and I hope the person who reported it in their deleted Review can contact me and tell me if it works. :SD2DGreen:But now for the gameplay and visual changes. Many of you have asked for powerups, and I wanted to add a special 'weapon'. So alongside the usual powerups of faster movement and ROF (in Asteroid Defence), and extra health in Endless I've added Dark Energy. While Dark Matter is known for holding the galaxies together when gravity can't, Dark Energy does quite the opposite. The solution to the question "how is the Universe expanding?" is now your tool to push back the stars momentarly before the universe continues to collapse on it's self. In Asteroid Defence, the powerups will orbit your planet, and in Endless they will be dropped by the Hybrid Stars. Also with this update comes visuals for the Kill and DareDevil Multipliers: the higher the multiplier the more intense the flow around your ship. I have two versions: in Endless and Dodge there's a two part glow with one absolute glow and one dependent on highest multiplier, while in Endless Co-Op it depends only on highest multiplier. :SD2DHypersquare:Update log entry in the README: Update 0.9.B: - Asteroid Defence: Added turret movement speed and ROF power ups - Asteroid Defence: Score: Increased Value of Asteroids, Decreased Kill Multiplier Value of Asteroids. - Endless: Added Shield and Dark Energy Power Up - Game: Added Visuals for Kill and DareDevil Multipliers (Endless & Dodge) - Game: cleaned up some hidden files - Game: Score: powerup and inertia break multipliers are automatically adjusted acording to gamemode
ːSD2DStarːI've been sitting on this update for a bit longer than initially anticipated. I ran across quite a few bugs one after the other mainly due to the scope of the changes, and also it seems that the OSX version of the game was getting flagged by the anti-virus WebRoot. To fix this I've removed a couple of hidden files that my OS puts in there that have previously been found to trigger false positives. I hope this resolves the issue, and I hope the person who reported it in their deleted Review can contact me and tell me if it works. ːSD2DGreenːBut now for the gameplay and visual changes. Many of you have asked for powerups, and I wanted to add a special 'weapon'. So alongside the usual powerups of faster movement and ROF (in Asteroid Defence), and extra health in Endless I've added Dark Energy. While Dark Matter is known for holding the galaxies together when gravity can't, Dark Energy does quite the opposite. The solution to the question "how is the Universe expanding?" is now your tool to push back the stars momentarly before the universe continues to collapse on it's self. In Asteroid Defence, the powerups will orbit your planet, and in Endless they will be dropped by the Hybrid Stars. Also with this update comes visuals for the Kill and DareDevil Multipliers: the higher the multiplier the more intense the flow around your ship. I have two versions: in Endless and Dodge there's a two part glow with one absolute glow and one dependent on highest multiplier, while in Endless Co-Op it depends only on highest multiplier. ːSD2DHypersquareːUpdate log entry in the README: Update 0.9.B: - Asteroid Defence: Added turret movement speed and ROF power ups - Asteroid Defence: Score: Increased Value of Asteroids, Decreased Kill Multiplier Value of Asteroids. - Endless: Added Shield and Dark Energy Power Up - Game: Added Visuals for Kill and DareDevil Multipliers (Endless & Dodge) - Game: cleaned up some hidden files - Game: Score: powerup and inertia break multipliers are automatically adjusted acording to gamemode
:SD2DGreen: It's the last stretch before 1.0, this update is just a fix for the font not being displayed everywhere, and the number display in someplaces. :SD2DStar: Next time (0.9.B) I'm adding the Visuals to display the daredevil and kill multipliers, the power ups for Asteroid Defence and Endless, and adding the scatter gun to Asteroid Defence. After that (0.9.C) I'll figure out the new high end of scores and make new ranks to accomodate the larger scores. Along with that I'll add a new menu track, add Co-Op mode to Asteroid Defense. The result of testing 0.9.C will be the release 1.0; The final update will be to fix anybugs found in 0.9.C and then the game will be "finished". :SD2DHypersquare: You might be wondering about achivements and leaderboards. They are planned but I want to make 1.0 without the Steam API and focus more on my next projects for a while, but I will add these features once I get the Steam API to work in my version of Unity. :SD2DPlanet: Another feature that has been hinted at is Online Multiplayer: I can't set a date on that, but once I have decent netcode it will be added. SD2D has been quite a few 'firsts' for me, and it will be probably also be my first MP game too. :SD2DRed: Update log entry in the README: Update 0.9.A: - Game: Added SD2D Font where it was missing. - Game: Fixed number display in some game modes. - BugFix: Player: Fixed Ship destruction Particles for dodge and asteroid defence.
ːSD2DGreenː It's the last stretch before 1.0, this update is just a fix for the font not being displayed everywhere, and the number display in someplaces. ːSD2DStarː Next time (0.9.B) I'm adding the Visuals to display the daredevil and kill multipliers, the power ups for Asteroid Defence and Endless, and adding the scatter gun to Asteroid Defence. After that (0.9.C) I'll figure out the new high end of scores and make new ranks to accomodate the larger scores. Along with that I'll add a new menu track, add Co-Op mode to Asteroid Defense. The result of testing 0.9.C will be the release 1.0; The final update will be to fix anybugs found in 0.9.C and then the game will be "finished". ːSD2DHypersquareː You might be wondering about achivements and leaderboards. They are planned but I want to make 1.0 without the Steam API and focus more on my next projects for a while, but I will add these features once I get the Steam API to work in my version of Unity. ːSD2DPlanetː Another feature that has been hinted at is Online Multiplayer: I can't set a date on that, but once I have decent netcode it will be added. SD2D has been quite a few 'firsts' for me, and it will be probably also be my first MP game too. ːSD2DRedː Update log entry in the README: Update 0.9.A: - Game: Added SD2D Font where it was missing. - Game: Fixed number display in some game modes. - BugFix: Player: Fixed Ship destruction Particles for dodge and asteroid defence.
:SD2DGreen: This time it's mainly a visual update; I've added the new Font, changed the number display from 1000000 to 1,000,000 which makes scores easier to read, the destruction animation for player ships and a form of health bar for some of the enemies as suggested by the community. :SD2DRed: :SD2DStar: I've recieved a great deal of feadback and a fair number of suggestions, for which I must thank you all. I hope to implement a couple of these suggestions in the next update, which is looking to be the penultimate update before 1.0 :SD2DPlanet: Update log entry in the README: Update 0.9.9: - Game: Added SD2D Font - Game: Improved number display - Player: Added Ship destruction Particles - Enemy: Added HealthCore to large enemies.
ːSD2DGreenː This time it's mainly a visual update; I've added the new Font, changed the number display from 1000000 to 1,000,000 which makes scores easier to read, the destruction animation for player ships and a form of health bar for some of the enemies as suggested by the community. ːSD2DRedː ːSD2DStarː I've recieved a great deal of feadback and a fair number of suggestions, for which I must thank you all. I hope to implement a couple of these suggestions in the next update, which is looking to be the penultimate update before 1.0 ːSD2DPlanetː Update log entry in the README: Update 0.9.9: - Game: Added SD2D Font - Game: Improved number display - Player: Added Ship destruction Particles - Enemy: Added HealthCore to large enemies.
:SD2DGreen: Dodge gets most of the focus of this update: Now, when you get close to the asteroids it increases your score multiplier.You can now reach much higher scores faster, and to accomodate this increase I've added four more ranks and the top rank is now achived with an average highscore of 5 million accross solo and co-op games and also an average of 20 for highest multipliers. Good luck with that. Finally I've also fixed the bug where bullets shot during invulnerability stayed invulnerable and updated the Red ship's scatter gun patern. :SD2DRed: :SD2DPlanet: Space Drifters 2D now has all the initially planned features and some more; I intend to add the last few features, clean up the files and tweak the numbers but soon v1.0 will be out and Space Drifters 2D will be out of early access. However I still have some ideas and hopes for this game, so 1.0 isn't the last version and suggestions, feedback and bug reports will still be we welcome. :SD2DStar: :SD2DHypersquare: Update log entry in the README: - Dodge: Added DareDevil Zone around Asteroids - Dodge: Entering DareDevil Zone adds 1 to DareDevil Multiplier. - Dodge: Decreased Dare Devil Multiplier standard increase rate. - Ranks: Added Asteroid, Planetary, Stellar, and Galactic between Rhodium and Space. - Player 2: Updated Scatter gun. - Bugfix: fixed bullets not hitting enemies if shot while invulnerable
ːSD2DGreenː Dodge gets most of the focus of this update: Now, when you get close to the asteroids it increases your score multiplier.You can now reach much higher scores faster, and to accomodate this increase I've added four more ranks and the top rank is now achived with an average highscore of 5 million accross solo and co-op games and also an average of 20 for highest multipliers. Good luck with that. Finally I've also fixed the bug where bullets shot during invulnerability stayed invulnerable and updated the Red ship's scatter gun patern. ːSD2DRedː ːSD2DPlanetː Space Drifters 2D now has all the initially planned features and some more; I intend to add the last few features, clean up the files and tweak the numbers but soon v1.0 will be out and Space Drifters 2D will be out of early access. However I still have some ideas and hopes for this game, so 1.0 isn't the last version and suggestions, feedback and bug reports will still be we welcome. ːSD2DStarː ːSD2DHypersquareː Update log entry in the README: - Dodge: Added DareDevil Zone around Asteroids - Dodge: Entering DareDevil Zone adds 1 to DareDevil Multiplier. - Dodge: Decreased Dare Devil Multiplier standard increase rate. - Ranks: Added Asteroid, Planetary, Stellar, and Galactic between Rhodium and Space. - Player 2: Updated Scatter gun. - Bugfix: fixed bullets not hitting enemies if shot while invulnerable
Finally the trading cards are finished and approved: There are 6 Cards, 5 Backgrounds and Emoticons :SD2DGreen: :SD2DStar: :SD2DHypersquare: :SD2DPlanet: :SD2DRed:, and the usual deal with Badges. Another addition that has been long awaited is the fith enemy: The Hybrid Star. It has multiple layers protecting it's highly active core that will errupt when disturbed. Beware. Finally, I've made some changes to Asteroid Defence and Dodge, to makes some tweeks and to fix some bugs. Thanks for your help :D Update log entry in README: Update 0.9.7: - Invaders: Decreased asteroid orbit decay rate - Invaders: Decreased player projectile speed - Dodge: Increased Dare Devil Multiplier increase rate - Bugfix: Invaders: Moved turret rotation from update(fps) to fixedupdate(physics) Update 0.9.6: - Game: Added HybridStar (Boss) - Game: Improved player tracking selection - Bugfix: Rank: removed double added missing
Finally the trading cards are finished and approved: There are 6 Cards, 5 Backgrounds and Emoticons ːSD2DGreenː ːSD2DStarː ːSD2DHypersquareː ːSD2DPlanetː ːSD2DRedː, and the usual deal with Badges. Another addition that has been long awaited is the fith enemy: The Hybrid Star. It has multiple layers protecting it's highly active core that will errupt when disturbed. Beware. Finally, I've made some changes to Asteroid Defence and Dodge, to makes some tweeks and to fix some bugs. Thanks for your help :D Update log entry in README: Update 0.9.7: - Invaders: Decreased asteroid orbit decay rate - Invaders: Decreased player projectile speed - Dodge: Increased Dare Devil Multiplier increase rate - Bugfix: Invaders: Moved turret rotation from update(fps) to fixedupdate(physics) Update 0.9.6: - Game: Added HybridStar (Boss) - Game: Improved player tracking selection - Bugfix: Rank: removed double added missing
This week I'm introducing the lazer instrument: it plays randomly accross the same scale as that of the Sound Track. All of the tracks are in Cm and at 100bmp, while the lazer instrument picks from the pentatonic scale. Along with this I give you a resume button in pause menus. I've accidentally restarted too many times, and you've asked for it, so here it is. Finally this update adds a credits screen with a sort of paint mode and a fix for the Hotline Miami track. Update log entry in README: - Pause Menu: Resume Option - Sound: Player laser sound - Fix: Soud: Hotline Space instrument balance - Game: Added Credit
This week I'm introducing the lazer instrument: it plays randomly accross the same scale as that of the Sound Track. All of the tracks are in Cm and at 100bmp, while the lazer instrument picks from the pentatonic scale. Along with this I give you a resume button in pause menus. I've accidentally restarted too many times, and you've asked for it, so here it is. Finally this update adds a credits screen with a sort of paint mode and a fix for the Hotline Miami track. Update log entry in README: - Pause Menu: Resume Option - Sound: Player laser sound - Fix: Soud: Hotline Space instrument balance - Game: Added Credit
Nearly didn't get an update out this week, and right now I'm really far from my desk, but still: here it is! So this week I've added two new things: the dynamic background that pulsates with the music, and a new song titled Hotline Space for Co-Op Endless. As you can guess from the title of the song, it's somewhat inspired by Hotline Miami: one of the best game/music combos out there. Many thanks to DivFord for helping me with the background effect, without his help there would probably have been no update this week. Update entry in the README: Update 0.9.4: - Game: Dynamic Background Now Added - Music: Hotline Space Added - Asteroid Defence: Slowed Turret movement - Bugfix: Game: Particles for asteroids now work
Nearly didn't get an update out this week, and right now I'm really far from my desk, but still: here it is! So this week I've added two new things: the dynamic background that pulsates with the music, and a new song titled Hotline Space for Co-Op Endless. As you can guess from the title of the song, it's somewhat inspired by Hotline Miami: one of the best game/music combos out there. Many thanks to DivFord for helping me with the background effect, without his help there would probably have been no update this week. Update entry in the README: Update 0.9.4: - Game: Dynamic Background Now Added - Music: Hotline Space Added - Asteroid Defence: Slowed Turret movement - Bugfix: Game: Particles for asteroids now work
This week's update brings the particle effects, some changes to gameplay and some tweaks to keyboard controls. Bullets will blow up on contact, stars will explode and large stars now can spawn up to 3 smaller ones upon death and the spawn rate is increased. With this slight difficulty increase I've also added some new ranks and I've tried to improve the feel of keyboard controls. Update log entry in the README: Update 0.9.3: - Game: Added Particle System - Game: Added Thrust Exhaust - Game Added more ranks - Enemies: Increased small enemy spawn chances on large enemy death - Enemies: Increased possible spawn number of small enemies on large enemy death - Input: Increased Horizontal input gravity for buttons
Here come 3 updates as one big one. So in this big update comes the last of the planned game modes, significant changes to the scoring system, a new song on the sound track, and Ranks. Three new Score Multipliers have been added: Kill, DareDevil, and Inertia Break. The Kill multiplier increases with each kill and imediatly starts decreasing, while the DareDevil multiplier starts increasing when the Kill muliplier runs out and resets when you kill again, and the Inertia Break gives a fixed multiplier if the Inertia Break is disabled. So if you kill lots of enemies quickly, or if you avoid them for a long time your multipliers increase. And now your scores determine your Rank: the higher your highscores are and the bigger your kill and daredevil multipliers are, the higher your Rank is. Additionally the game mode that you have the highest score in will determine your class. The new game mode is Dodge, simply dodge the oncoming asteroids for as long as possible. If you disable Inertia Break in the options menu you'll get a x3 multiplier to your score. This is a great mode for improving your space flight abilities as well as your highest DareDevil multiplier, and having the the dodge highscore as your highest score get you the class of Drifter. I've also added a new track that's used in the Dodge and Race modes to the game and the OST available on rubberduckynetwork.com/music.html Update log entry in the README: Update 0.9.2: - MainMenu: Added System Menu Thingy - MainMenu: adjusted navigation - Score: Increase Inertia Break Multiplier (2 to 3) - Dodge: Spawn rate increase - Dodge: DareDevil rate increase - Asteroid Defence: Increased Max Spawnrate - Asteroid Defence: Increased orbit decay rate - SpellCheck: Ranks and Subtitle Tips Update 0.9.1: - Asteroid Defence: Kill multiplier drop-off increase (0.5 to 0.72) - Dodge: Max spawn rate decrease from (0.5s to 1.2s) - MainMenu: Highest Multiplier display - MainMenu: Added Ranks - Options: Added Inertia Break Toggle and inertia break multiplier - Options: Added HighScore Reset Button - Bugfix: MainMenu: Navigation from quit to solo Update 0.9.0: - Singleplayer: Added Dodge - Score: Added Kill multiplier and DareDevil multiplier. - Input: Improved Bindings for multiplayer. - Music: Added DBD
This update introduces a new single player mode: Asteroid Defence. In this mode you control a turret upon a planet, and have to shoot down asteroids before their orbit brings them on a collision course with your planet. I haven’t done many changes to the rest of the game this update, aside from some under-the-hood stuff. I will probably be moving straight to version 0.9 with the next update, and consider the game in ‘gamma’; with the implementation of the next game mode, I will have made all the intended and suggested game modes and there will be no more major changes. I will then focus on adding music, improving the visuals, balancing gameplay, creating Steam cards and trying to implement Achievements and/or leaderboards. I also have plans to include the possibility for 4 players wherever possible. Update log entry in the README: Update 0.8.0: - Singleplayer: Added Asteroid Defence
With update 0.7.0 I've added all the originally planned Multiplayer modes: Versus, Hold The Flag, Race and finally with this update: King of The Hill. The new King of the Hill mode works similarly to Hold the Flag, stay in the central zone to make the timer run out. With this update also comes two gameplay changes: firstly I’ve added the toggle button for ‘Full RCS’ in the options menu which gives forward and backward mobility using RCS, and for the Endless mode I’ve made it so larger enemies can spawn the smaller versions upon death a bit more like asteroids. Having finished creating the planned MP modes I return my focus to Single Player hopefully adding two more modes, currently named: dodge and invaders. Invaders like mode was a suggestion, while dodge is an idea that I think would be good given the physics based movement. Update log entry in the README: Update 0.7.0: - Multiplayer: Added King of the Hill - Endless: Larger Enemies can now spawn smaller versions upon death - MainMenu: Added Options Submenu - Game: added toggle option for Full RCS
Updates for Space Drifters 2D. This update adds a new enemy to the Endless Mode, improves Race Selection, Menu Navigation, scoring, and also flight controls. From the feedback I’ve had I’ve realised many use primarily the RCS* (right stick of xbox controller) to thrust around whereas it’s intended to be used for trajectory adjustments and moving side to side, so currently forward and backward RCS has been disabled and in one of the next updates I’ll make two options for RCS: ‘simple’ and ‘full’. While you can still bind axes to vertical RCS, the input will not affect flight. As for the new enemy, it’s a new addition to the Unstable Star family, that shoots projectiles. These projectiles will track you like the stars do and instead of dealing damage it will disable shields and impede movement for a few seconds. This new enemy isn’t a frequent as any of the others, and I’ve not changed any of the other spawn rates to accommodate it, but over the next few updates your feedback will help me balance it. Update log entry in the README: Update 0.6.2: - Endless: Added Medium Unstable Star - Race: Added planet course selection slider - Race: Added ability to choose number of laps - MainMenu: Improved navigation - Game: Disabled forward an backward RCS to encourage use of main thruster - Game: changed Endless scoring Update 0.6.1: - Bugfix: Race: Second player wasn’t triggering end lap - Bugfix: Race: Left and Right sides were being cut on lower resolutions - Bugfix: Race: Planet circuit was being picked by RNG
I've just released the 0.6.0 update of Space Drifters 2D! This update comprises new features including: - Fight your friends in the Multiplayer Versus mode, with a newly added, randomly generated asteroid belt, useful to shield yourself from your opponent. - Race your friends in the Multiplayer Race mode, through asteroid belts or around planets. - Play with new backgrounds for different modes that move according to player movement in Endless and Endless Co-Op. New changes and improvements : - In the Main Menu, there is a new Title Logo and a Random Tip. There is also a new Volume Slider. - The key binds have been cleaned up in the Launcher, and the supported aspect ratios have been changed to 16:9. - In game, the cursor is now hidden during gameplay. - The issues relating to the low resolution have been fixed, and as low as 400px in height is now fully working. Note: A bug in the race mode has been found where the second player isn't detected by the 'finish line'. Also on some low resolutions the left and right sides are being cut off a bit. I'm currently working on the fix and it should be up soon. EDIT: these have now been fixed with the 0.6.1 update. I forgot to change the main menu version line, but if in the README you see 0.6.1 you should be good. Update log entry in the README: - Multiplayer: Versus: Added Asteroid Belt - Multiplayer: Race: Added Asteroid Belt - Multiplayer: Race: Added Planets - Enemies: Changed Colour of ‘Stable Stars’ - MainMenu: Options: Volume Slider - MainMenu: Title logo and Random Tip - Backgrounds: Added Backgrounds for different modes - Backgrounds: Made Endless and Endless Co-Op Background move according to Player(s) - Launcher: cleaned up key binds. - Launcher: changed supported aspect ratios to 16:9 - Game: Cursor now hidden during gameplay - Bug Fixes: MainMenu: Buttons: low resolution fix (Should be fine down to 400px in height)
Space Drifters 2D
Matthew Coyle
Matthew Coyle
2016-03-28
Singleplayer
Game News Posts 27
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(19 reviews)
http://www.rubberduckynetwork.com/games_SD2D.html
https://store.steampowered.com/app/377570 
The Game includes VR Support
Space Drifters 2D Depot Linux [117.57 M]
Space Drifters 2D
is a top down space shooter with Newtonian physics style movement.
Made in the Unity engine with graphics and controls reminiscent of Asteroids with the added benefit of a local co-op and multiple versus modes.
Demo build available for download here
For information on available features and what is still to come click here.
Game Modes:
- Solo / Co-Op Endless
The Universe is collapsing, space is shrinking and you are the last pilot(s) in the universe. Survive as long as you can against 3 types of enemies. As time goes by more and more enemies will get closer to you, and no matter where you move to because space is shrinking everything will always be getting closer.
- Versus
Why does it seem the Universe is so Matter biased? Shouldn't matter and anti-matter be created equaly? ...What if Matter and Anti-Matter fought it out in the early Universe?
Defeat your opposite to claim you position in the Universe!
- Hold The Flag
Another way Matter and Anti-Matter could triumph is be gaining mass. Pick up the Higgs Boson (flag) and hold it until the timer runs out. Holding the Boson however stop you from being able to shoot, so you must focus on dodgeing you enemies fire as he tried to destroy you and claim the Higgs Boson.
- OS: Ubuntu
- Processor: Core 2 Duo
- Graphics: 64MB VRAM
[ 5949 ]
[ 1903 ]