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Instruments of Destruction News

Version 0.161 Changelist

  • Add new part: Sliding Pipe (strength adjusts sliding friction)
  • Changed pistons to use Min/Max positions for improved usability
  • Updated 3 piston models to make them use staggered extensions
  • Rebalanced huge impacts in a few ways to make it less of a problem for massive vehicles
  • Added Mega Impacts slider to Sandbox mode so you can still play with extreme impacts if you want
  • Fixed release connector to apply force based on sub-part positions, not rigidbody
  • Made it possible to disable particles completely

Version 0.160b changelist

NOTE: Power Pivot S will be out of position if you placed it previously
* Fixed Power Pivot S not working correctly.
* Fixed Sliding Rail so it functions as it did before.
* Fixed expand/contract changing the color slot of the mirrored piece.

20+ New Parts, Improved Pistons/Suspension, Aerial Views + More (Version 0.160)

Version 0.160 has a number of changes that make the game more enjoyable in some form, and the community was the driving factor in nearly all of them. I want to thank everyone who contributed ideas, or gave feedback, or just chimed in on random discussions. You guys are all making easier on me to make the game better!

We'll get to the numerous parts, but the Balloon Bomber contest was one of the driving factors for the first big changes I made earlier this week: The camera can now go 10x higher in the sky, and balloons/thrusters are effective up to a much higher altitude. The change was made possible because I finally fixed the shadow draw distance to correctly scale based on the camera's altitude, so the instances of shadows disappearing around your vehicle should be gone.

A much better aerial view of Sandbox Resort, now with actual shadows!

Once I could fly high in the sky, I had to check out the "fly way high, smash down fast" vehicle that I made a little while back. I also lessened the drag from air again (and max angular velocity, see below), and it didn't feel very satisfying to hit into the ground at 500+ km/h and get a relatively minor impact. So I added a new big impact effect that triggers for hitting downward on structures/ground at high velocities with a lot of force. It may need a bit of tuning, but it feels pretty good with the numerous vehicles I tried out.

After those things were in, I tried to focus on expanding the part library to address the various requests for a few larger parts, but the most requests were for smaller parts. People mostly want to build smaller vehicles, so this was my main focus for new parts. A number of commonly-used parts received new "S" versions (S mean small), while I also added Mini variations for things such as beams and wedges. To make it easier to build with small/large parts instead of having to push E constantly, there's a new "Size Preference" option too.

Along the way of adding all the new smaller parts, I tried to improve the range of motion for suspensions and pistons. It ended up working even better than I expected, so I updated most of the existing suspensions/pistons while adding a new one of those as well. The new one (Suspension S) was actually the first one I did, and it felt like the most work because I was creating a new system at the same time. Now it looks like an easy add-on when it definitely didn't start that way.

I was also fortunate that someone pointed out that Fast Swivels weren't working with Overdrives, or at least they weren't glowing. Turned out the glowing wasn't working for a number of different parts, but that was simple to fix. Fast Swivels were actually ignoring overdrives completely, so I fixed that first, then increased the maximum turn rate at higher power, and fixed the max angular velocities being way too low. In all, Fast Swivels are now a LOT more useful/unique, and at max power on an overdrive, they're probably spinning up to 5-10x faster than previously (depending on the amount of mass they have to turn).

There are some other tweaks that will be nice in the long run, such as making it possible to adjust the hitpoints of blocks in structures, including making them invulnerable if needed. This rock-em-sock-em robot from a Discord member, and the ensuing discussion, was one of the driving factors in making the change.



So yeah, lots of cool changes driven by feedback and community in general. This is probably the most productive 4 days of work I've had since before the game launched, and I was only working on Instruments about 2/3rds of the time (rest was on a new project). I don't know if I'll continue this level of productivity/efficiency, but I like this update's scale and pace. I'm not going to worry about it too much, and just try to have fun working on stuff.

Version 0.160 changelist:

  • Added support for multi-piece parts with super-flexible sizing
  • Improved piston functionality to allow far more range of motion and customizability
  • Updated parts: Small Piston, Large Piston, and Side Piston use new systems (revised 3-part models)
  • Updated parts: Side Suspension and Suspension use new flexible sizing (revised 3-part models)
  • Added new part: Suspension S (contract from Suspension)
  • Added new parts: Mini Beam (expandable to Mini Beam XL) and Mini Beam S (contractable to Mini Beam XS)
  • Added new parts: 4-Way Cross Mini (contract from Cross 4-Way) and Angle 90 Mini (contract from Angle 90)
  • Added new parts: Y-Split Mini (contract from 3-Way Y-Split) and T-Split Mini (contract from 3-Way T-Split)
  • Added new parts: Power Pivot S and Swivel 90 S (contract from full-size versions)
  • Added new parts: Fast Swivel S and Power Swivel S (contract from full-size versions)
  • Added new parts: Dump Box XL, Hook XL, and Spiky Ball XL (expand from Dump Box, Hook, and Spiky Ball)
  • Added new parts: Wrecking Ball XL and Wrecking Ball S (expand from Wrecking ball)
  • Added new parts: Mini Wedge and Mini Wedge XL
  • Updated parts: Flex Swivel and Flex Pivot models reduced in thickness
  • Updated parts: Round Cover and Square Cover reduced in thickness (Square Cover renamed Mini Panel)
  • Added new parts: Round Cover S/XL and Mini Panel XL/XXL (expand from Round Cover and Mini Panel)
  • Add option to choose which part size you prefer to place (smaller, normal, bigger)
  • Fixed Fast Swivels not being affected by Overdrive
  • Increased power to Fast Swivels (particularly high powered ones)
  • Increased the max angular velocity of vehicle parts (affects fast swivels in particular)
  • Changed camera to go way higher and fixed shadows when doing so
  • Increased max altitude parameter so balloons/rockets/etc can go higher
  • Added new big impact effects for large downward player impacts on ground/structures
  • Added toughness to blocks in structure editor
  • - INV makes them indestructible, otherwise is a hitpoint multiplier
  • Added connection to front of thruster (also fixes issue with them not aligning with mirror mode)
  • Fixed some cases of undo in ground editor (loops became unselectable, could also stop working completely)
  • Fixed Drill XL and Skid XL mass being too light
  • Increased size of water depth texture for island/water depth effects
  • Removed most particle effects from water under land
  • Fixed Magnets, Thrusters, and Fast Swivel not activating the overdrive glow
  • Renamed some parts to have more consistency (still not 100% consistent, but good enough for now)
  • Prevented both help and advanced mode from being active at the same time (build mode)

Dune Buggy Winners, Version 0.151, Tutorial Videos, and More

It's been a little while and there's a lot to cover, so let's jump right in with the Featured Vehicles for September. This month's theme was Dune Buggy, and there were (again) over 50 entries to look through. I wasn't sure if the theme would get much interest since destruction isn't really part of it, but I was (again) very impressed with all the entries. Here are the winners and honorable mentions:

FEATURED VEHICLES
  • Chasing Rat Grav Buggy - Kaijp
  • Halo Warthog (Buggy Vers) - AceOfBlades
  • Buggy Fun - Looshkin42
  • Truck-Buggie - DarkySword
  • Storm Buggy - Yatobi
  • CliffClimer - PaperMachine
  • Red Viper Hyper Buggy - Zombie Ninja
  • Dune Buggy and ATV - Turbo Jack Flash
  • Sand Blaster - PyroTeknikid
  • DuneStar - AjaxGamr
  • Mini-Rally - SmokieTheSalmon
  • Heavy Duty Buggy - Kozuel
  • Super-Duper Buggy - MasterSubliminal
  • Cross Buggy - AlienWang
  • Interceptor mk 2 - Stranger
  • Stadium Truck - Stranger


HONORABLE MENTIONS
  • Bearco. Sand Rail - OscBear
  • Bare Bones Buggy - Tatsumesan
  • Buggy2 - Looshkin42
  • Bend-It-Like-Buggy - IceCreamMan4254
  • SooFighter Buggy 01 - SooFighter
  • Dune Buggy - BurntPotato0123
  • Doom WPV mk3 - Omble09
  • 5x5 Buggy mk1 - IceCreamMan4254
  • BFF Buggy mk VI - Grim
  • Leviathan Monster Truck - DangoSpark117
  • Desert Vulture - Atlantic
  • Gunner Buggy - Yatobi
  • Mega Buggy - Dominus Nictus
  • Mega Buggy - Crow
  • Dakkar - Stranger
  • Rude Racer - Stranger
  • Sand F1 - Stranger
  • Baja Buggy mk 2 - Stranger
  • Scarab - Stranger


Stranger had large number of entries this time, and they were all quite good, but Interceptor mk 2 and Stadium Truck stood out to me. Other really impressive standouts included Dune Buggy and ATV, Cliff Climber, Halo Warthog, and Sand Blaster. All the featured vehicles were excellent, and many of the honorable mentions just missed the cut this time. Enough talking, here's a video:

[previewyoutube][/previewyoutube]

I wish I had a larger island to test these creations with, and that's something I'll remedy in the future. I'll also look a bit more into ways to make vehicles smaller. Smaller parts are one way that's definitely coming, but perhaps some universal scaling option would help. It's a more technical problem than it appears at first, but the scale issue keeps coming up and is unlikely to go away, so I should probably take another look at making it happen.

NEXT FEATURED THEME: BALLOON BOMBER DEADLINE: OCTOBER 26TH

The next theme will be Balloon Bomber, which is pretty much what it sounds like. Use balloons (mostly) to power a flying vehicle, and give it the ability to rain destruction down from above. Whether that's actual bombs or other weapons is entirely up to you.

VERSION 0.151 CHANGELIST

Here are the changes for version 0.151:

  • Added 4 new gameplay songs and 2 new build songs (plus 2 more bonus tracks)
  • Added soundtrack customization screen so you can choose which songs play
  • Added Mass Modifier, which adjusts entire player vehicle while playing (doesn't adjust mass display, select cab in Advanced Mode to edit Mass Modifier)
  • Doubled the max charge amount for distract mode (and structure testing)
  • Widened maximum zoom in/out range for most camera modes
  • Reduced damage to structural blocks (from structure/ground collisions only) when 120hz physics is not enabled
  • Added "Recommended" label to 120hz physics
  • Fixed expanding/contracting an object resetting the color slot
  • Made it more obvious which blocks are decals in the editor
  • Ignore all block damage for a short while after island loads


The biggest new thing this time is the soundtrack expansion and customization. The soundtrack is mostly complete at this point, but there could be other tweaks/changes in the future. The Mass Modifier for vehicles fits Sandbox Mode perfectly, and it should let you fine-tune the behavior of your vehicle. The new structure tutorial is also linked from the game, or you can just watch it here:

[previewyoutube][/previewyoutube]

UPDATES AND TUTORIALS, ETC

Updates have been a bit too slow lately, and I hope to improve that over the next few weeks. The structure editor tutorial was one thing that really threw me off track for Instruments, and future tutorials will be different. I'm happy with the tutorial, but creating it made me not want to work on the game for a bit, so I worked on something else. Now that I've cleared my head, I'm not going to worry so much about doing things in an exact order, but instead focus on just getting things done.

I feel like I've only been going half-speed with Instruments updates, and haven't been enjoying the process. Most of the tedious/boring tasks are done with (editors, workshop stuff), so I'm looking forward to just getting stuff done. The vehicle building update is still the next big update, but I'm not going to worry about what order or how many small updates are made along the way.