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Instruments of Destruction News

World Building Update is Live!

Version 0.150, aka the World Building Update, contains some of the most significant new features to the game since launch. I'll go over the biggest changes after this quick video, which covers the basics of the editors and what they do.

[previewyoutube][/previewyoutube]

I'll be continuing to add more tutorials to this series, with the next 3 videos going in-depth on the structure editor, layout + ropes modes in the island editor, and ground mode in the island editor. A vehicle building tutorial series will be made *after* the next major update (0.200), as enough stuff will change that making a tutorial now would have some things negated within a month or two. Anyway, let's get on with what's new in 0.150:

STRUCTURES: WEDGES AND PAINTING

As mentioned previously, structures are no longer limited to boxes and 90 degree angles. The wedge block is a variation of the decal, and that teams with new rotational controls and extrude shortcuts to allow for way more variation in structure shapes. Block painting also brings more visual variety to structures, with up to 10 different color choices per structure. I'll be building a few new structures soon to show off the new wedges and rotational controls in particular, and will include some new painted blocks as well.

ISLANDS: MORE GROUND AND MODE POSSIBILITIES

Islands have so far all used the custom mesh-building tools to generate their ground meshes. These tools have worked well to create visually interesting but still consistently-styled shapes, but they are limiting in some important ways. Now island builders can use some new built-in meshes, or import completely custom meshes in the FBX format. All meshes need to use one of the four built-in ground materials (for now), but they support rock and grass generation for all the algorithms except "Upper". That basically means custom meshes are easy to make look good and will fit in well with the loop-based meshes that exist already.

In addition, islands now have palettes that are used to paint structures. These are saved per island so it's easier to keep visual consistency and reduce duplicate structures. The other big addition to the island editor is the ability to create islands with objectives. Each mode can be enabled separately, so you only have to create objectives for the modes you want.

STEAM WORKSHOP SUPPORT FOR ISLANDS AND STRUCTURES

Islands and structures now have workshop support! You don't need to use the editors to see the islands, as they are accessible in multiple places throughout the game. It will take a bit longer to see islands popping up in the workshop, but over the long-term we should see a lot more variety in the game content.

MORE STUFF: DOUBLE THE WHEEL STRENGTH!

Maximum part strength has been capped at 3 since the game launched, with Overdrives kinda getting that maximum to 6. Well, now that strength cap is no longer 3, as each part type can set it's own max strength. Most moving parts have seen their cap increased, with many doubled to 6. This means vehicles can travel a lot faster without overdrives, particularly when combined with the just-reduced air friction (which was way too extreme before). There are also some other subtle changes that will make vehicle building better, such as the ability to disable Mini Thruster effects, and holding SHIFT to reverse-cycle strength values with the shortcut key, or holding it to fine-tune slider values in advanced mode.

THE NEXT COUPLE WEEKS

I'll be focused on some more quality of life changes, and fixing anything that comes up, for the next couple weeks of Instruments work. The one feature I'm sure I want to get in (aside from a few new structures) is updating Steam Workshop structures/islands. I think that's the last Steam Workshop task for a while. I'll be recording more tutorial videos for the editors as well. I still need to refine my process, but having a more consistent way to generate voice overs is going to make creating the videos a lot less painful.

Long-term, I'll be continuing to aim for a big vehicle building update within a month or two. Multi-select, copy-paste, and logic parts are the big ticket items, with more mini-parts also coming (so it's easier to build smaller/detailed vehicles). Though the roadmap to 1.0 feels solid now, I'm not sure what comes after that, and won't decide on the 3rd big update until the vehicle building update is complete.

Version 0.150 Changelist

(Full announcement post tomorrow, but here's the changelist)
STRUCTURES
Added new type of block for structures: Wedge
Removed right-angle restrictions to blocks/rotation
Improved tools to make structure creation easier/faster
Added painted block support to structures
Added support for custom structure palettes per island
Increased hitpoints for blocks so structures are a little harder to destroy

ISLANDS
Added support for custom meshes in Layout: Ground mode
Import/move/rotate/scale custom meshes
Added support for grass/rocks on custom meshes (all types except Upper)
Added palette editing for islands (affects structures)
Sped up camera in layout editor (hold CTRL to go faster)
Added ability to create Normal/Challenge/Expert objectives for a custom island
Added list buttons for selecting an island in Sandbox mode
Added ability to turn off water for islands (height ceiling still active, but can go down really far)
Added Editor region as an option for islands (mostly for the grid-matching dust effects)

STEAM WORKSHOP
Added uploading/downloading structures thru Steam Workshop
Added Steam Workshop structure support to Island editor
Added uploading/downloading islands thru Steam Workshop
Added auto-downloading of Workshop structures on Workshop islands
Added support for playing workshop islands from sandbox mode, play mode, and more

VEHICLES/GAMEPLAY
Added variable max strength for part types
Increased max strength of many part types (things that spin or extend)
Made power wheels go faster/apply more force at higher strength values (can make faster vehicles)
Added reverse-cycling for strength (Hold SHIFT and press S or the button)
Added fine-tuning for advanced mode sliders (Hold SHIFT)
Allow disabling of effects for mini-thruster
Fixed collision with bullets and triggers, and collision with attachers + triggers
Reduced atmosphere falloff to be weaker, made balloon have way more buoyancy underwater
Changed map grid/dashed line drawing to speed it up

Wrecking Ball Featured Vehicles and Version 0.150 (Likely) Coming Next Week!

Version 0.150 is approaching release, possibly within a week, but before we get to that, let's take a look back at August's Featured Vehicles.

AUGUST'S THEME: WRECKING BALL

There were a lot of great entries, with some very impressive designs and satisfying destruction. Two builders managed to get two winning vehicles this time, with both of them (Stranger and SmokieTheSalmon) having a couple excellent and unique designs. Here's a video showing the winners and honorable mentions, then a text list below that:

[previewyoutube][/previewyoutube]

FEATURED VEHICLES
  • Cerberus Flail - Kaijp
  • OG Wrecking Ball - SmokieTheSalmon
  • Wrecker Crane - SmokieTheSalmon
  • Willy Wrecken Balls - PaperMachine
  • Urban Wrecker - Stranger
  • Wrecking Orb Machine - Neo_Runner
  • Big Swinger - Zombie Ninja
  • Wrecking Crane MK4 - OscBear
  • WalkaMass - Stranger
  • Octo-Gone - Turbo Jack Flash
  • Steel Cable Striker - DanoSpark117
  • Omega Wrecker - PyroTeknikid


HONORABLE MENTIONS
  • Wrecking Ball Ram - IceCreamMan4254
  • Ball On A String - ESD
  • Nauseating Idea - Tatsumesan
  • Accurate Wrecking Crane - GameMachine_Marco
  • WreckingBall - Looshin42
  • Wrekkkking Ball - Jonny_Arson
  • Duel Ball Wrecker - DangoSpark117
  • Heavy Wrecking Crane - Stranger
  • Carousel Crahser - Red Cassette
  • Wrecking Ball - Destiny
  • Athena - Aaardvark123
  • DeployableWrecker - DarkySword
  • Crashing Tide - Parallel


This was a very fun one to judge, and the controls were generally pretty easy to figure out. I still need to figure out a good function to auto-remap QWERTY to AZERTY keyboards and back, as that does affect a few entries, but I'll take a look at it in the post-0.150 support period. Thanks as always to everyone who entered!

SEPTEMBER'S THEME: DUNE BUGGY

One of the less-major changes in version 0.150 is the increased max strength of powered wheels, and the ability for wheels to propel vehicles faster than before. Those changes make the Dune Buggy theme even more exciting than it might appear at first. Along with the new option to disable mini-thruster effects, making fast-moving vehicles is much easier.

But going fast isn't the only thing I'm looking for in next month's vehicles. Handling bumps and uneven terrain is also desirable. I'll be using Aries as the island for trying out the Dune Buggy entries. There's no particular mission I'll be using, and raw speed isn't necessary, but overall driving enjoyment and cool design will be the priority.

Choosing September's theme was a bit difficult. Even though I have over 15 theme ideas written down, many of them will be much better when vehicle parts have more customization and logic. Vehicle part logic will be the one of main focuses of the next big update after 0.150, so it won't be a problem for too much longer.

[UPDATE: Forgot to mention the deadline will be September 21st, so no rush, especially considering you'll want to test with 0.150 before submitting.]

VERSION 0.150 BETA TESTING SOON

Version 0.150 is finally nearing release. Today I'll be working on the last significant feature (importing custom meshes), but that's actually one of the least difficult parts of adding custom ground meshes. Just supporting custom meshes at all, and allowing some editing of their placement/scale/rotation, was completed yesterday, along with letting you place prebuilt meshes like ramps, boxes, and spheres. Workshop support ended up being the biggest task by far this time around, as supporting workshop structures within islands (which can also be on the workshop) was more complex than I first realized.

Anyway, the new version will go into a new Beta branch of the game first. After a couple days of additional testing and likely some fixes, the big 0.150 release is expected late next week. Will do a video highlighting all the new stuff for the launch, and some additional promotional stuff.

After 0.150, I expect to do a week or two of smaller updates based on feedback. I will also be creating some structure and island editing tutorial videos on YouTube that are linked in the game. I'm not super-concerned about making the editors easy to use, but I definitely need to explain them in more detail so it's not as much trail-and-error.

The next big update (0.200 will likely be the version number) will be focused on vehicle building enhancements. That means multi-select, copy and paste, importing multiple vehicles at once, and some level of part logic support. There might be changes that break previous vehicles in some way, and I'd rather get those in sooner than later.

Thanks to the roadmap and some recent brainstorming on where I want to take Play mode, I now have a clearer long-term plan for the game and what version 1.0 will look like. I'm nowhere near the finish line for the game, but it feels good to finally have an idea of what the finish line looks.

Wrecking Ball Reminder and World Building Progress Report

As previously discussed, the pace of game updates is changing. The first large update will be focused on Structures and Island creation, with some significant changes and new features all coming at once.

WEDGES, ROTATIONAL FREEDOM, AND PAINTED BLOCKS

The first wave of changes are all in and working, with just a few bugs left to iron out. Previously a structure like this was impossible to build:



I don't know what that is, but it does demonstrate the new structural features. The first thing to note is the blue and red colored blocks are concrete, with all materials except glass being paintable. There are 10 colors to choose from, and you can set the available paint colors per island. This makes it easier for custom islands to have more cohesive color themes without having to create multiple copies of a structure.

The second major change is the addition of wedge blocks, which are a kind of decal block (smaller building pieces that can't be broken down further). Unlike normal box decals, wedges have collision before they break off the structure they're attached to. Combined with the new full rotation controls (instead of only 90 degree increments), you'll be able to create buildings of nearly any shape. It's unlikely the current structures will change too much, but expect future buildings to be less boxy and more colorful.

STEAM WORKSHOP INTERFACE

With those changes working, I recently moved onto making the Steam Workshop interface for structures and islands. Working on UI for my games can be a bit tedious, partly because there's just so much of it, and Instruments is no exception, so it's been a slog for the past few days.

I tried to revise the UI system early in Instruments development to use more data and less code, but it only partially solved the problems and caused more than it solved, so I scrapped the changes and use basically the same UI system I've been using for the past 10 years--define the look of the UI in one code file, and the behaviors of the buttons in another--with a few minor improvements. I'm hoping by writing about the issues, it'll spark an idea/alternative that works better (as sometimes happens), but so far I don't have any new ideas.

Anyway, I'm approaching the point where I'm just hooking things up to the UI and tweaking the look. After Steam Workshop is mostly functional, the final big feature to go in will be custom meshes for islands. I'm still not sure what will happen with materials (or grass/rocks) on these custom meshes, but those are things I'll need to experiment with either way. Beyond that, there will be a lot of testing and refinement.

I'm hopeful the update will be out in early September, but it's a bit too early to say for sure. I expect to create some tutorial videos for the structure and island editors at that time. Once the update hits, it shouldn't take long before we start seeing tons of new islands and structures to play with and destroy.

WRECKING BALL REMINDER

Just a quick reminder to get your Wrecking Ball entries submitted to the Steam Workshop by this weekend. The official deadline is Saturday, but any submitted by the end of Sunday will likely get played as well. I'm really looking forward to trying out all the entries, and as usual there will be a video to highlight the winners and honorable mentions.

Version 0.127d changelist

One big hack to fix an annoying problem, and a couple other minor fixes:
* HACKED the vehicle spawning code to deal with treads/chainsaws being messed up after they are first placed in build mode.
* Added strength setting the Suspension Swivel.
* Updated part starting positions/angles when copy-settings is used (and fixed cost not updating).