Version 0.202: Smoothing Out Some Rough Edges
Version 0.202 brings a number of features and fixes aimed at smoothing out some rough edges in Instruments of Destruction. There are 3 new logic parts, another flex-piece that lets you build larger curved surfaces (with relatively smooth collision), and a big improvement to the impact system. Let's start with that last thing, then we'll come back to the changelist and the new parts:

The big impact system arrived a month or two ago, but I decided to upgrade it for this update because I was never quite satisfied with the previous version. Now instead of creating an instant explosion, there's a shockwave that expands over a short time. Combined with a tweaked version of the visual shockwave and making effects scale down during the impact (prevents effect popping, still looks great), big impacts are a lot more satisfying than previously. I could probably increase the visual intensity of the expanding portion a bit, but I'll wait to see how big the impacts are with the crazier vehicles you guys are making.
That's just an improvement to an existing feature. Let's take a look at the new parts after the full changelist:
NEW PARTS
IMPROVEMENTS
BUG FIXES
EDITOR TWEAKS/FIXES
The new logic parts need a little explanation, but I'll try to keep them brief:
PROXIMITY SENSOR - Measures the distance between other nearby Proximity Sensors. There are two modes: Emitter and Detector. The Detector mode is the part that triggers the outputs, and it only measures distance to Emitters mode parts. It's less confusing than it sounds, I think. Just place two of them, then set one to Detector and one to Emitter.
ROTATION SENSOR - This has been requested a bunch for making vehicles align to the ground (rotation-wise). I tried to set it up so it fits that purpose, but it could probably be used for other things. There are a number of options/settings, but the easiest way to learn it is to turn on Debug Drawing and just try it out.
OUTPUT SMOOTHING - This has two visual bars, and they tell you pretty everything you need to know. The first is the input, the second is the output. You can smooth the output with a custom fade in/out time, and also invert the output (it does a "1 - x" function, as negative input/output values don't mean anything).
The final new part is the Flex Arc. It's a variable sized arc, and it has decently accurate collision so it can be used in more situations than the standard Arc 90 pieces.
ROADMAP AND FUTURE UPDATES
This update has 4 new significant parts, and it's likely one of the last to include a significant number of new parts. Version 0.202 completes the main portion of the SUPER VEHICLE BUILDING section from the Roadmap, and I ended up completing part of some other major updates along the way (LOCAL MULTIPLAYER and FLYING VEHICLES). I've been using the Roadmap as a reference for the overall direction of the game, and have moved away from the Trello.
I don't really know what section I'll be working on next, though Combat + Conflict does seem like the most likely, because it sounds fun/interesting to work on. But I'll take a little time to think about it before jumping in. I've been enjoying working on the game in shorter bursts, so I plan to continue that for a while. The side project I've been working will likely be revealed in the next month or so, and I plan to keep jumping between the two for a long time to come.

The big impact system arrived a month or two ago, but I decided to upgrade it for this update because I was never quite satisfied with the previous version. Now instead of creating an instant explosion, there's a shockwave that expands over a short time. Combined with a tweaked version of the visual shockwave and making effects scale down during the impact (prevents effect popping, still looks great), big impacts are a lot more satisfying than previously. I could probably increase the visual intensity of the expanding portion a bit, but I'll wait to see how big the impacts are with the crazier vehicles you guys are making.
That's just an improvement to an existing feature. Let's take a look at the new parts after the full changelist:
NEW PARTS
- Added new logic part: Proximity Sensor
- Added new logic part: Leveling Sensor
- Added new logic part: Output Smoothing
- Added new part: Variable Arc - 90 degree turn with custom radius, decent collision
-
IMPROVEMENTS
- Revised the mega impact so it's an actual shockwave that spreads over time
- Changed build mode to keep the part selection after playing game
- Added Cab advanced mode camera shake setting
- Added toggle option for logic gates (current = normal)
- Fixed Debug Draw not saving/loading after you play the game
BUG FIXES
- Fixed always-on lights (and other similar things) not triggering toggle inputs/timers on startup
- Fixed paste-copied-settings number being wrong
- Fixed changing physical controls not affecting the whole selection
- Fixed attachers creating a debug message when trying to attach to the ground (could lag the game in certain cases)
- Fixed motor linkage 11 not working
- Changed variable length parts to extend a bit further (while playing)
- Added some safety code to slow down crazy vehicles (caused by variable length pieces and treads)
EDITOR TWEAKS/FIXES
- Editors: Made shift/control work consistently with build mode (shift->add, control->toggle)
- Editors: Made it easier to place entities/structures on meshes again
- Editors: Fixed clicking on something not always selecting it
- Editors: Fixed undo not affecting meshes
- Editors: Fixed ground plane preventing you from updating the placement position
- Editors: Fixed annoying jump in position when first selecting something in ground mode
The new logic parts need a little explanation, but I'll try to keep them brief:
PROXIMITY SENSOR - Measures the distance between other nearby Proximity Sensors. There are two modes: Emitter and Detector. The Detector mode is the part that triggers the outputs, and it only measures distance to Emitters mode parts. It's less confusing than it sounds, I think. Just place two of them, then set one to Detector and one to Emitter.
ROTATION SENSOR - This has been requested a bunch for making vehicles align to the ground (rotation-wise). I tried to set it up so it fits that purpose, but it could probably be used for other things. There are a number of options/settings, but the easiest way to learn it is to turn on Debug Drawing and just try it out.
OUTPUT SMOOTHING - This has two visual bars, and they tell you pretty everything you need to know. The first is the input, the second is the output. You can smooth the output with a custom fade in/out time, and also invert the output (it does a "1 - x" function, as negative input/output values don't mean anything).
The final new part is the Flex Arc. It's a variable sized arc, and it has decently accurate collision so it can be used in more situations than the standard Arc 90 pieces.
ROADMAP AND FUTURE UPDATES
This update has 4 new significant parts, and it's likely one of the last to include a significant number of new parts. Version 0.202 completes the main portion of the SUPER VEHICLE BUILDING section from the Roadmap, and I ended up completing part of some other major updates along the way (LOCAL MULTIPLAYER and FLYING VEHICLES). I've been using the Roadmap as a reference for the overall direction of the game, and have moved away from the Trello.
I don't really know what section I'll be working on next, though Combat + Conflict does seem like the most likely, because it sounds fun/interesting to work on. But I'll take a little time to think about it before jumping in. I've been enjoying working on the game in shorter bursts, so I plan to continue that for a while. The side project I've been working will likely be revealed in the next month or so, and I plan to keep jumping between the two for a long time to come.