New Part Party: Fixed Bomb, Turbine Vacuum, Vortex, and More
Development has returned to a normal (aka faster) pace the last few days, and this update has coalesced into one that features some significant new parts. Let's get into the changelist first, then we'll get into the new vehicle parts. [As has been usual recently, I made a video to focus on the newest features, so if you prefer that to reading, check it out below the changelist.]
Version 0.122 changes:
* New Part: Fixed Bomb - Attach it to anything, it'll explode on a hard impact (strength affects how hard the impact has to be).
* New Part: Vortex - Generates a gravity field that pulls or pushes on all nearby objects/structures/etc.
* New Part: Turbine Vacuum - Works similarly to the Vortex, but has a strong directional element.
* New Part: Drill and Drill XL - A spinning tool of destruction.
* New Part: Aiming Laser - Line things up, more or less.
* Added 2 new build music tracks (cycles through them each time you go to build mode currently).
* Minor updates for 2 gameplay music tracks (Destruction Complete and Manic Designs).
* More code adjustments to make buildings disintegrate even less than before.
* Fixed an issue where blocks acted like they were falling in water (when they weren't).
* Structure Editor: Probably fixed an issue where saving a structure would appear to overwrite the old one (until you restarted the game).
Here's the video highlighting the new parts:
[previewyoutube][/previewyoutube]
Many of these parts have been highly requested, so hopefully they live up to everyone's expectations. The Aiming Laser in particular is one I never imagined, but there were a number of requests for a way to visually line things up, so it made sense and was quite simple to add. The rest were a bit more work.
The Fixed Bomb had many potential directions to go, and I decided on the attached and collision triggered version. I will likely add a way to detonate it with a button, as I'm sure there will be requests for that, but I think this design provides the best basic interaction that lends itself to many uses. It's a simple part but does create some new design options and potential challenges (in the future) for the main campaign.
The Turbine Vacuum and Vortex use the same basic code, though each uses a number of different settings/functions for interacting with other objects. I think the Vacuum is more interesting because of its directional nature, and the Vortex is essentially a magnet of sorts without the metal requirements. Both of them are reversible and can be overdriven, and the way they push or pull buildings apart is quite satisfying.
Finally, the Drill (+ Drill XL) is a frequent request. It uses the same code as the Circular Saw, but I added a new way to destroy stuff faster when it's spinning (which was also added to the saw). It works, but I don't think it's particularly cool or going to create new design possibilities the way the other parts will. If you have any ideas on how to make it better/more satisfying, I'm definitely open to suggestion.
Tanks Slight Delay
Due to a family trip I forgot about when setting the deadline, the next Featured Vehicles theme (Tanks) won't be reviewed/updated until June 21st/22nd or so. Sorry for the slight delay, but I'm really looking forward to seeing what everyone has come up with this time!
Next Update Plans
After flailing around for a few weeks, I finally feel like I'm back on track for the most part. It feels good to get a new update out with a good amount of quality content in it. At the same time, I do have that family trip coming up, so the next update will be a couple weeks out at least. My goal is get least 2 new islands (and 6 new missions) into the game 2-3 weeks from now.
Beyond those 2 islands, I want to re-balance the single player campaign so it has more interesting challenges and "forced" uses of certain parts to highlight their utility. I think shorter missions with straight-forward objectives are also the way to go. The current missions are not that bad, but they can be tedious at times.
Virgo's Normal mission, for instance, takes way too long to complete. In theory, having to destroy a target without destroying the surrounding ruins is fine, but having to destroy so many tough walls with fairly high precision just isn't that fun. I think I also need to use the environment/islands to create more challenge/interest without making the islands too claustrophobic.
When all this re-balancing happens, it's quite likely the star score cutoffs for the current islands will be changed, and the unlocking order for parts/etc will be changed too.
Version 0.122 changes:
* New Part: Fixed Bomb - Attach it to anything, it'll explode on a hard impact (strength affects how hard the impact has to be).
* New Part: Vortex - Generates a gravity field that pulls or pushes on all nearby objects/structures/etc.
* New Part: Turbine Vacuum - Works similarly to the Vortex, but has a strong directional element.
* New Part: Drill and Drill XL - A spinning tool of destruction.
* New Part: Aiming Laser - Line things up, more or less.
* Added 2 new build music tracks (cycles through them each time you go to build mode currently).
* Minor updates for 2 gameplay music tracks (Destruction Complete and Manic Designs).
* More code adjustments to make buildings disintegrate even less than before.
* Fixed an issue where blocks acted like they were falling in water (when they weren't).
* Structure Editor: Probably fixed an issue where saving a structure would appear to overwrite the old one (until you restarted the game).
Here's the video highlighting the new parts:
[previewyoutube][/previewyoutube]
Many of these parts have been highly requested, so hopefully they live up to everyone's expectations. The Aiming Laser in particular is one I never imagined, but there were a number of requests for a way to visually line things up, so it made sense and was quite simple to add. The rest were a bit more work.
The Fixed Bomb had many potential directions to go, and I decided on the attached and collision triggered version. I will likely add a way to detonate it with a button, as I'm sure there will be requests for that, but I think this design provides the best basic interaction that lends itself to many uses. It's a simple part but does create some new design options and potential challenges (in the future) for the main campaign.
The Turbine Vacuum and Vortex use the same basic code, though each uses a number of different settings/functions for interacting with other objects. I think the Vacuum is more interesting because of its directional nature, and the Vortex is essentially a magnet of sorts without the metal requirements. Both of them are reversible and can be overdriven, and the way they push or pull buildings apart is quite satisfying.
Finally, the Drill (+ Drill XL) is a frequent request. It uses the same code as the Circular Saw, but I added a new way to destroy stuff faster when it's spinning (which was also added to the saw). It works, but I don't think it's particularly cool or going to create new design possibilities the way the other parts will. If you have any ideas on how to make it better/more satisfying, I'm definitely open to suggestion.
Tanks Slight Delay
Due to a family trip I forgot about when setting the deadline, the next Featured Vehicles theme (Tanks) won't be reviewed/updated until June 21st/22nd or so. Sorry for the slight delay, but I'm really looking forward to seeing what everyone has come up with this time!
Next Update Plans
After flailing around for a few weeks, I finally feel like I'm back on track for the most part. It feels good to get a new update out with a good amount of quality content in it. At the same time, I do have that family trip coming up, so the next update will be a couple weeks out at least. My goal is get least 2 new islands (and 6 new missions) into the game 2-3 weeks from now.
Beyond those 2 islands, I want to re-balance the single player campaign so it has more interesting challenges and "forced" uses of certain parts to highlight their utility. I think shorter missions with straight-forward objectives are also the way to go. The current missions are not that bad, but they can be tedious at times.
Virgo's Normal mission, for instance, takes way too long to complete. In theory, having to destroy a target without destroying the surrounding ruins is fine, but having to destroy so many tough walls with fairly high precision just isn't that fun. I think I also need to use the environment/islands to create more challenge/interest without making the islands too claustrophobic.
When all this re-balancing happens, it's quite likely the star score cutoffs for the current islands will be changed, and the unlocking order for parts/etc will be changed too.