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  3. Version 0.230 brings 3 major new parts, 12 new showcase vehicles, and more

Version 0.230 brings 3 major new parts, 12 new showcase vehicles, and more

Let's start with the changelist this time (version 0.230) since there are a lot of things to go over:
  • Added 12 new showcase vehicles (will be renamed/improved/used in upcoming campaign revisions)
  • Added new part: Accumulator - Makes building debris stick to your vehicle
  • - Multiple accumulators have no extra effects, recommend using a vehicle with 1 rigidbody
  • Added new logic part: Wave Generator - Edit 2 curves and use them to sync up curves across multiple part types
  • - NOTE: Outputs work a little different than other logic (Ideal for walkers/vehicles with complex motion requirements)
  • Added new logic part: Logic Math - Apply math functions with up to 4 inputs (add, subtract, multiply, min, max, and average)
  • - NOTE: Subtract takes away the 2nd/3rd/4th inputs from the 1st (all others are obvious)
  • Added Sound Override option for a lot of parts
  • Vortex/Turbine: Added Applies To, No Effects, and separate Range advanced options
  • Added 3 new mini parts: Vortex, Gyroscope, and Attacher
  • Added gyroscope Move Dampen advanced option (acts like additional drag on the vehicle)
  • Added Sound Volume option for nearly all parts that make sound
  • Added two new advanced options to Output Smoothing logic part (Mapping and Scaling)
  • Added sound to Pusher
  • Added Momentum Cam option for cabs (for vehicles where the cab rotates a lot and makes the default follow cam bad)
  • Reduced pull on player from Blocks/Structures/Objects when using Vortex/Turbine
  • Added drawing of same-index flex connection lines in advanced mode
  • Increased linkages/channels to 16 (from 11) for various parts (32 for Flex Connection)
  • Increased damage from cannon balls/boulders to destroyable objects
  • Increased damage to smoking cars
  • Fixed thrusters ignoring the strength of the input
  • Fixed thrusters making a distortion effect when No Effects was selected


I'll cover the 12 new vehicles below. There are 3 major new parts this time (and 3 new mini-versions of some others). The first new part is the Accumulator, which lets you create a debris ball:



There's a new Showcase vehicle that uses the part (along with some other newer parts). With the Accumulator, you should only use 1 of them, and you'll probably want to keep your vehicle as simple as possible (physics-wise) because of how it functions. It's really only designed to do one thing, and while I might make improvements to it for future vehicles to make the Accumulator more flexible in its use, I don't have plans to at the moment.

The other two parts are the Wave Generator, and the Logic Math part. The Logic Math part is fairly straightforward, though Subtract function is a little different than the rest (it subtracts the last 3 inputs from the first). With the Math part, if an input it connected, it is always used in the calculations.

The Wave Generator lets you create 2 curves (as a loop or one-shot) and use those curves to control other parts. It's especially useful for doing complex motion, but it can be used to turn a normally continuous part into more of a one-shot function. It's probably one of the most powerful parts in terms of vehicle/control refinement, and I'm looking forward to using it more and seeing how you guys use it.

Side note: The Output Smoothing part also got some improvements to make it more useful/customizable, including a global scaling factor. The scaling factor is also in the Wave Generator, and both parts can scale their outputs by 3x. Some parts (including the just-fixed thruster) can use the additional input value to go beyond the normal limits. I have not tested many parts with 3x scale, so use with caution (and let me know if something ignores values above 1x and you wish they wouldn't).

"FUN" VEHICLES

The Accumulator Ball is one of 12 new Showcase Vehicles (scroll to the end of the list, the last two columns). I chose these 12 because they are pretty varied and can be fun in different situations, and I wanted to use them as examples for the upcoming Fun Factor Featured Vehicle Theme. I wouldn't consider any of these final for the campaign, but some of them are pretty close to what you'll see in the campaign (aside from the names). Every vehicle will have maps/missions designed *specifically* to highlight what the vehicle does well. Some vehicles may show up in more than 1 mission, but currently I'd expect most of them to be in only 1.

I'm going to list each vehicle and talk a little bit about how well (or not) it accomplishes the goal of being fun. Note that I'm focusing on Follow Cam (and using a gamepad) most of the time, but also using a keyboard and Isometric Cam to make sure those work too.

  • Turbo MiniDozer: This is possibly the first vehicle the player will use in the game. It is super-simple (9 parts) but is an elegant design, easy to drive and fairly effective against small wooden/rock structures.

  • Shover: This is another fairly simple vehicle, and barely changed (at the moment) from the one seen in the campaign. The visual design of this vehicle is too bland, but in the right scenario, it could be really fun. The scenario in this case: Shoving tires or crates across a gap into large walls. That's not something any of the current maps are designed for, but it's something I've done in previous test maps.

  • Wormy Spiker: This is a more complex vehicle, and would be fun to use in more scenarios than the Shover. It's just a bit different (and satisfying) to drive and see the segments line up. It's also surprisingly good at destroying structures. It works better with low or skinny structures than wide tall ones due to the camera.

  • Bash Buddy Quality: An evolution of the Bash Buddy vehicle from Orion in the current game. This is a relatively simple but polished version of a Wrecking Ball-equipped vehicle. Some vehicles like this one don't need a specific scenario to be fun.

  • Small Excavator: This is quite similar to the Bash Buddy in overall direction. It automates the use of the attacher to make destruction easier, but otherwise serves a similar function of being polished and fun to use in most scenarios. (The amount of wobble will hopefully be reduced in a future version, and it does have an extraneous control currently - [T] is not supposed to be mapped to anything)

  • OctoWalker Dual Laser: This is quite slow on purpose. It's equipped with some very powerful and accurate weapons, so it doesn't need to move fast. The walking motion isn't anything special, but it's satisfying to watch and stable. A mission designed around precise destruction would enhance the enjoyment of using this vehicle (it could probably use limited laser usage for gameplay purposes).

  • Accumulator Ball: This is a vehicle focused on a single part: The Accumulator. The design could be improved a bit, and the balance of the controls might be tweaked. Not sure it's a "fun" example in general, but I've been using it to make sure the Accumulator works, so I decided to include it because of that.

  • Hook Bomber: This has the most complex logic of the example vehicles. But it's not complex for the player. All the logic is to simplify the controls and make it easier to use. It is similar to the OctoWalker in overall function, but they feel different enough and focus on different parts so I don't mind having both. It's possible a mission in the campaign will allow you to choose between two vehicles, such as this and the OctoWalker (after introducing both vehicles separately).

  • Car Killer: The name gives this one away. It's designed to be used on the racing maps (such as Desert Track). The turning controls still need a bit of work, as it turns too fast at low speeds, and the cannon balls should probably fly faster (will change that soon). The design on this one is ok but is lacking something compared to other vehicles on this list.

  • Hover Hornet: This vehicle is difficult to control even though the controls are super-simple. I enjoy using it on Desert Test and Test Island, though neither is quite ideal. I
  • think* it could really fun on a wide open map with lots of small/tall things to destroy, particularly with some that you need to slide past while firing. Unlike Car Killer, I think the visual design of this works quite well.

  • Artillery Maybe: This is a more extreme version of the Hook Bomber and OctoWalker. It still needs some work design-wise (especially the front), and I'm not sure about the controls. It's possible I should simplify the controls more so it uses fewer inputs. I like some aspects of this thing, and I think a mission designed around slow methodical destruction would be enjoyable (perhaps one with multiple stages/vehicles). Definitely not a finished product though.

  • Stick And Turn: Like the Artillery, this one is about potential. It has a unique mechanic in the stick-and-turn element, and maybe that aspect is good enough to build a (single) mission around. Wanted to include this as an example of another "concept" vehicle that is close but is lacking in a couple areas.


I think I've rambled on even longer than usual, and I'm anxious to get back to building more vehicles and few new parts (more cabs are the main parts I still want), so that's all for this week.