1. People Playground
  2. News

People Playground News

People Playground 1.7


[h2][1.7] - June 14 2020[/h2]

[h3]Added[/h3]
- Attraction god power
- Repulsion god power
- Lift god power
- Pyrokinesis god power
- Copy/paste shortcuts
- Pink explosive
- Pink syringe
- Adrenaline syringe
- Light machine gun
- Shock detector
- Spring wire
- Bandage wire (stops bleeding)
- Expanded decals option
- Specific round casing textures
- Experimental mod support (based on Talon's Green Brick mod)
https://www.studiominus.nl/people-playground-modding
[h3]Changed[/h3]
- Separated tools and god powers
- Minor changes to black hole
- General Purpose Bomb is now impact-sensitive
- Missiles are a little more powerful
- The missile will now compensate a moving target's velocity for more accurate seeking
- Changes to how bullet speed falloff is calculated
- Increased bleeding particle intensity
- Improved how the decal system works internally
- Wire rendering optimisation
- Fire extinguisher now updates visual state of burning object immediately
- "Flamethrower" now updates visual state of burning object immediately
- Decreased Deagle knockback
- Minor changes to machine gun and tank sfx/vfx
- Logs have their own folder now
- Increased firearm range
[h3]Fixed[/h3]
- Incompatible contraptions will no longer destroy the entire toybox
- Game shows info popups instead of letting the toybox crash when deleting a corrupt contraption
- Firearms are no longer inaccurately inaccurate
- Lightning power no longer makes noise when over UI
- Humans and (especially) androids are a little stronger. This should fix their weird behaviour when it comes to walking that as caused by increasing their weight.
- Increased increased performance of decal rendering
- Increased performance of other sprite rendering
- Missile Launcher range extended
- Launched missile going through objects in discrete mode
- Gorses are a little better at aiming
- Fixed unnecessary CPU usage on idle objects
- Fixed audio issues introduced in 1.6
- Clearing everything actually clears everything now
- Fixed spinny projectile problem
[h3]Removed[/h3]
- Sprite deformation (◞ ‸ ◟)
- Toolbar toggle shortcut is now merged with the toybox toggle shortcut (tab by default)

Trading cards, profile backgrounds, emoticons, and badges!

The game has been out for around nine months now, but I don't really care about inventory related stuff on Steam. However, since nearly all Steam games have cards, we shall have them too.

Let's all bow down to my friend Talon Zane for creating this series of trading cards. Thanks Talon! Say it with me. Thanks Talon!

Aside from the trading cards, I have also updated the achievement imagery to make them look less like they were drawn by a 19 year old at four in the morning.

People Playground 1.6


[h2][1.6] - May 1 2020[/h2]
[h3]Added[/h3]
- Added workshop tag support
- Gorse
- Metal wheel
- Brick wall
- Concrete wall
- Lightbulb (texture concept design by sv1t)
- Activation gate
- Activation fuse
- Machine blaster
- Missile launcher
- Silver texture for the I-Beam
- Steel binding, a destructible metal fixed cable
- Toybox filter (search bar)
- Blast marks
- Information page on main menu shows a little more information
- The jukebox supports the power of the Industrial Generator
- Better rocket launcher effects
- Blasters glow
- Blasters have recoil
- Bullets can now ricochet (chance of this happening is based on material hardness and impact angle)
- You can now toggle decal rendering (disabling will increase performance especially on lower end systems)
- Detail view now shows the size of the selection box
- Added a sprite to launched rocket launcher rounds
[h3]Changed[/h3]
- Wooden struts look more like planks now
- Joint stress sounds play less frequently
- Limbs can only be crushed by guns when Limb Crushing is enabled
- Machine gun texture
- Sentry turret now fires a 5.56 round at a lower firerate, instead of a 9mm at a high fire rate
- Beam Rifle texture
- Blast Radius texture
- Humans are a little less soft
- Major changes to how bullet penetrability is calculated
- Android oil is now black
- Humans are a little more difficult to dismember
- Log files are now created in the menu as well
- Improved rendering performance of the immobility forcefield
- Redid all default jukebox music
- Camera shake behaves more consistent
- Explosion sound effects
- Wood sound effects
- Blaster is more accurate
- Machine gun sound
- Nuclear bomb shockwaves now destroy destroyable objects
- Resolution list is now a grid
- Humans are now more realistically sized
- Lord Talon demanded the fire extinguisher be moved into the "Firearms" category
- Updated Unity version
[h3]Fixed[/h3]
- Pistons will extend properly when resized
- Charged particles will correctly appear after deserialisation
- Resize handles will now properly encapsulate the selected objects
- Bones will break properly when forcefully put in an unnatural position again. For some reason this bug went unnoticed for months.
- Battery powered lasers will no longer vaporise bodyparts
- Fire extinguisher and other particles will no longer appear under just decals
- Resizing weight bug
- Key triggers won't activate when the UI is blocked anymore
- Line rendering bug that was causing performance problems when using very old contraptions

v1.5


[h2][1.5] - March 25 2020[/h2]

[h3]Added[/h3]
- Immobility Field
- Reconstructor
- Rigidifier
- Wing
- Propeller
- Balloon
- Key Trigger
- Industrial Generator (dangerous as hell, I'm not sure if this should actually be in the game)
- Red barrels
- An unreasonably large map
- Detail view: shows blast radii, limb health, center of mass, and visual center.
- Blood decals are now created behind exit wounds
[h3]Changed[/h3]
- Human flesh texture
- Gut texture
- Minor changes to the fan texture
- Changes to explosion effect
- Increased sensitivity of motion sensor
- Minor tracer colour change
- Syringe injections no longer cause wounds
- Blood particles and other bloody things
- Sentry turret now aims to heaviest limb in view
- Revolver (and future weapons with a 38 Special cartridge) is now a little more powerful
- Acid spreads slower
- Zombies are a little more... stable
- Increased bleeding particle rate
- Increased bleeding particle normal offset
- Slight tweaks to aerodynamic calculations
- Syringes now propagate through connected limbs, and their effects linger even when the syringe is removed (this changes all syringe behaviour)
- Life syringes last for a shorter time
- Ultra strength syringe no longer generates electricity
- Ultra strength syringe effect stacks
- Explosives might set off nearby explosives
- Some explosives will now go off when on fire
- Limb status view is replaced by the Detail view
[h3]Fixed[/h3]
- Crystals are no longer attracted to magnets
- Sharp entry bug
- Android no longer has invisible guts
- Mass is yet again serialised
- Minor (de)serialisation bugs to do with the expanded gore stuff
- Toybox order chaos no longer occurs when Steam isn't running
- Lasers and detector beams will now functionally pass through glass
- Bullets will go through syringes
- Explosives can no longer go off multiple times

1.4

This event is late because the Steam servers were having issues.
[h2][1.4] - February 26 2020[/h2]
A small update adding a few new items and fixing a number of bugs following 1.3
[h3]Added[/h3]
- Timed gate
- Glass pane
[h3]Changed[/h3]
- Lagbox texture
[h3]Fixed[/h3]
- Sentry Turret debris gun is once again functional
- Stabbing entry vector miscalculation
- Minor firearm bug