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Instruments of Destruction News

Version 0.118c changes

Improved Attacher/Laser:
* Changed Attacher controls/modes
-- Toggle is the default, works like you'd expect (better version of previous)
-- Normal is available, hold to use the attacher
* Reduced Attacher collision/damage to structures
* Limited range option on lasers (0 = unlimited)

Bug fixes
* Remove unfinished flex beams + ropes if you start doing something else
* Fixed lighting crash (with lots of explosions/etc)
* Removed Laser shadows
* Maybe fxied Undo with beams
* Don't show "controls" for beams/ropes

Vehicle Building Flexibility (and LASERS!)

BONUS UPDATE: Scrapman has created a video highlighting all the new features, so please check it out to get a better idea of what's new:

[previewyoutube][/previewyoutube]

Last week I mentioned taking a break from editor work to add some new parts or otherwise improve the game side of things. I was just planning on adding a few cool new parts, but the first day of work in that area didn't go as planned. The parts I initially looked into were old ones that I hadn't worked on in a while, and each had some little problems that weren't obvious how to address.

The next day I decided to work on something else instead: Adding the ability to set a starting position for the various pistons, swivels, and pivots in the game. It took a while to work out all the issues, but it become obvious that the possibility space for vehicle and machine designs would be drastically increased.

It was also obvious some new parts would be needed, and the Locked Connector become the Flex Swivel, the Flex Pivot was added, and I began work on the variable length beams (now called Flex Beam and Flex Beam Heavy), something I hadn't planned to add for a while. These new beams allow you to create nearly-arbitrary beams in your vehicles, and they complement the variable angles that are now available from other parts. They reside in the Rope category for now, but they only vaguely work like ropes on the game side of things.

With those two difficult tasks handled, I returned to the parts I'd put to the side, and decided to tackle the previously-named Suction Cup. I ended up going with an extending hook and calling the piece Attacher since that's what it does. You can attach to almost anything, including other parts of your vehicle, the ground, objects like containers, and of course buildings. Attaching to buildings is probably the least useful of those, because you're just as likely to attach to the structure you're aiming for as you are to destroy part of it. The controls for the Attacher are still a work in progress, so expect additional modes and tweaks soon.

That's a good amount of stuff for a big update, but I had to add more thing...



I've never coded a laser weapon before, despite having worked on a lot of action games. I've created a ton of projectile-based weapons, but nothing that instant hits. It wasn't as scary or difficult as I feared it might be, though I did manage to launch the initial version with a bug that would crash the game if you used more than 2 lasers at once. Lasers are not cheap (performance-wise or budget-wise), and they aren't unlocked in the campaign 'til you reach level 20. But they are also pretty unique and very fun to use without requiring high-level vehicle building skills.

So between the Red Laser, Attacher, Flex Beams, and improved functionality/design space for jointed parts, there's a lot more to play with for your vehicle building adventures.


I'll still have one more medium-sized update to do to 0.118 before moving back to island editor work, but I'm anxious to get the editor suite finished so I can focus on expanding the game's content some more. That will mostly consist on new islands, but I expect to add other new features/content to make the Play Mode gameplay more exciting/challenging.

Version 0.118b changelist

Fixes/updates to clean up 0.118 changes:
* Use raycasts instead of spherecasts for laser (faster, barely changes behavior)
* Fix beam collisions not working
* Fixed part rotation on axis-aligned connectors
* Created default max range for range-of-motion parts
* Fixed rendering of steering wheels with flashing (picking up crystals)
* Saved vehicles now render flex beams
* Saved vehicles now render something for ropes (newly saved vehicles only)
* Added some new tutorial messages:
-- When you first start playing: Here are the controls
-- Map after playing level 1: Challenge mode unlocked
-- Level 2: Can use the same vehicle again
* Localization updates to French and Chinese Simplified

Version 0.118 Changelist (major update)

(New video/announcement covering the major features coming tomorrow)
* Major new part: Red Laser - Overpowered and over-priced
* Major new part: Attacher - Grab anything, including the ground, and hold on
* Major new parts: Flex Beam and Flex Beam Heavy - Connect ANY two connectors with a solid piece (in the Rope Category for now)
* Major new parts: Flex Pivot and Flex Swivel - Adjust the range of motion and starting angles (see next item)
* Major new Advanced Mode feature: Starting position/angle added to most multi-piece parts
* New advanced mode feature: Adjustable range of motion on some multi-piece parts
* Added Recent Parts category: Click on any part to add it to the recent list, remembers up to 16 parts at a time
* Improved player water physics: You can now make hacky boats behave better
* Made it more obvious when you destroy an objective structure
* Reduced issues with too many blocks (very apparent with Sandbox Resort and very destructive vehicles)
* Reduced number of decals that break off when collapses start
* Changed how most destruction sounds were calculated (was a bug in multiple places) - sounds will be louder in general, will continue to tweak over time
* Clear explosions on level start (prevents some exploits/bugs)

SOON-TO-BE FIXED ISSUES:
* Rendering of steering wheels' highlight when collecting crystals is wrong
* Rendering of saved vehicles doesn't show flex beams (or ropes)

Editor Work Continues and WORMS

Version 0.117 went live yesterday. It features the ability to edit ropes and joints in the layout editor. It's just another step in migrating to a full in-game level editor, with the last major step being editing of the ground. Grass and rocks went in with 0.116, but they weren't fully working until 0.117 as well. For a game about destruction, I find the grass/rocks surprisingly important to making the world feel more alive and complete.

The previous rope/joint editing made everything about rope editing tedious. It let you edit the data directly (and that works fine for grass and rock generation), but many times you want to abstract that data away and just pick two connections that should have a rope between them. That's what the new editor does, and it's now as easy as dragging from one node to another to create a joint or rope. There's still more to do, particularly in adding more joint types and letting you edit some of the parameters of those joints (such as motor speed, mass of the joints, etc), but it's far better than what existed before.

Getting to this point in the editor has been challenging. There is a lot of data in different places within structures and layouts, and lots of ways to generate/propagate it around. The editor code is a bit of a mess because there are so many things that have to be tracked and updated at different times. That has meant a lot of bugs or broken things. I've fixed a lot of the bugs, though I'm sure there are even more still lurking in the editors.

Not surprisingly, I've been getting burnt out by working on editors for the past few weeks, so I'm going to spend the next update (0.118) working on some new parts and other tweaks that I've been putting off. My brain just needs a little break from so much UI and data management/manipulation work. It's been a while since I added new parts, so I'm sure it'll be nice for everyone to have more stuff to use for vehicles.

WORMS Featured Vehicles

Speaking of vehicles, I recorded myself trying all the new WORMS Featured Vehicle entries, and compiled the honorable mentions and selections into a video. There were a lot of entries this time, and I really appreciate everyone who took the time to enter:

[previewyoutube][/previewyoutube]

Doing the video took about 3 hours altogether, and I avoided doing voice on purpose because that would have added at least 2 more hours. I'm not sure I'll do videos for future Featured Vehicle Themes, but I thought it was worth trying it once to see the process and results.

I selected 12 vehicles to add to the Featured Vehicles section. I'll be sticking with multiples of 4 wherever possible just because it fits the UI better. In any case, having a longer timeframe seems to work better, so I'll do the same for the next theme as well.

New Featured Theme: SKIDS!

The next theme will be using skids as a main feature of your vehicle. I'm not going to set any limits/budgets on this one, as I don't think it matters as much for Sandbox-style vehicles. I still prefer small/efficient vehicles personally, but I don't think specific requirements are needed. In any case:

Create a vehicle featuring skids. Doesn't have to *not* have wheels, but I will be testing the vehicles on large islands (Aries and Test Island). The deadline will be May 15th.