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Version 0.127a/b changes

Version 0.127a: Fixed 3 sandbox islands not loading
Version 0.127b: Fixed bug with unlocking in campaign
Version 0.127b: Fixed particles being offset on vehicle spawn

Vehicle Building Improvements and a Longer-Term Focus

Two main things to go over today: Version 0.127 has some nice bug fixes and improvements that advanced vehicle builders will appreciate, while the game's future updates will become larger but less frequent (more details below).

VERSION 0.127 IMPROVEMENTS

I had planned to do a few bug fixes after a short trip last week, but the 0.127 update has expanded into more than just that. Let's take a look at the changelist, and then go over details of a few of the changes:

* Added New Part: Angled Y-Split (like a double turn 45 combined into one part)
* Added Copy-Paste for part settings (CTRL+C to copy, CTRL+V to paste)
[NOTE: Paste is to the HIGHLIGHTED part, not selected part]
* Added Copy-settings placement option (hold CTRL while adding a part)
* Increased max speed of vehicle spawn/despawn animation
* Added triple-speed option for vehicle spawn/despawn (hold SHIFT)
* Added warning for workshop vehicles with hacked strength values
* Changed lighting settings for Compound
* Fixed bullet collision issue that made them collide with water incorrectly (and disappear mid-air)
* Fixed custom island loading issue with old islands
* Fixed key-holding bug when you started gameplay
* Disabled shot cost display in advanced mode

I plan to do a more extensive vehicle building update in the future, but one thing that would really help speed up large vehicle designs is not having to adjust settings for so many parts. There are now two ways to do that, depending on how your prefer to work. The first is using traditional copy-paste, with Control+C making a copy of the selected part's settings, and Control+V pasting those settings to the highlighted part. Note the difference, as this means you can just mouse over a part without having to click on it for the pasting. Also note the game doesn't stop you from pasting settings between different part types, but it does give you a warning each time you do so. The second way is to hold CTRL while adding a part. It'll use whatever the last copied settings are instead of the defaults (it also has no part-type restriction, just a warning).

If you look through a lot of vehicles on the workshop, you'll probably appreciate the animation speed being increased more on large vehicles, and you can now hold SHIFT to triple the speed on top of that. It can cause a little framerate slowdown, but it helps overall. There were also a couple important bug fixes, and the angled Y-split part was an easy addition that'll make it a little easier to create compact angled designs.

LARGER, LESS FREQUENT UPDATES

Version 0.127 marks the 20-something-th update to the game since it was released in March, and there have been 25+ more minor updates for bug fixes/etc. That's a lot of updates in a short amount of time, and I've enjoyed working at this pace. But aside from the occasional YouTube video to highlight the featured vehicles or significant new features, I've completely stopped promoting the game in any way. Coverage of the game is way down as well (aside form Scrapman, no big YouTubers still consistently play the game). I think the constant stream of updates can be a bit overwhelming to keep up with, and only hardcore players are really aware of all the changes going into the game. It's also hard to know whether version 0.123, 0.124, or 0.125 is the one to promote (for instance), as they each added significant things, but if they were all combined, I would have felt more justified in telling more people about the update.

So even though I enjoy creating smaller updates every week or two (or more often sometimes), I'm going to shift to larger, more significant updates, with more of a theme to the updates, and more promotion to go alongside them. There are some definite development advantages to larger updates, aside from the focused attention each release can receive. I can focus on larger issues with the game, and tackle multiple related larger tasks, and it'll help me focus my long-term plans a bit more. Speaking of long-term plans, I'll be writing up a list of bigger updates I plan to do and updating the sticky Roadmap thread later today.

[I may do occasional WIP updates to the debug branch of the game as the bigger updates near release for those who want to see stuff ASAP.]

With all that said, I'm going to get to work on finishing that roadmap and do more a bit more planning, then get to work on whatever the first big update ends up being.

Version 0.126a changelist

Bug fixes for build 0.126:
* Fixed Suspension Arm and Pivot Spring not bending correctly in most orientations
* Fixed angle limits for Suspension Arm
* Removed position for Suspension Socket
* Removed blank description for X8 Rifle
* Fixed collision for Gauss Gun not working

Trebuchets, Catapults, and Some Powerful New Weapons

It's been less than a week since the last update, but there's a lot to go over today. Let's just jump right in with the Trebuchet and Catapult Featured Vehicle winners, and we'll cover the update below.

Here's the video of the Featured Vehicle winners, with lists below:

https://www.youtube.com/watch?v=55lrUG1aAco

FEATURED WINNERS
  • Trebupult - Joefulle
  • One Button Trebuchet - SparkyMcCalci
  • Trebuchet - JMMAJ2
  • Plebuchet - OscBear
  • Run Awaaaaay! Trebuchet - Zombine Ninja
  • Heavy Catapult mk3 - Tatsmesan
  • Will It Catapult - Detaal
  • Floating Arm Trebuchet V3 - Miss Stabby
  • Steel Catapult - DarkySword
  • Inertial Catapult - Pyroteknikid
  • Trebuchet Fortest Island - Rattlesnake82
  • Sci-fi Trebuchet - Ajaxgamr


HONORABLE MENTIONS
  • Experimental Void Lobber - Jonny_Arson
  • Cab Trebuchet - Pyro_Knight
  • Catapult Tank - Pyro_Knight
  • Catabuchet - Stranger
  • Dakkapult - Stranger
  • Cross-apult (V2) - TurtleBravo85
  • B29 Enola Gay Trebuchet30 - WC4513
  • Reloadable Trebuchet - SparkyMcCalci
  • Tree-Bushey - IceCreamMan4254
  • Tre-Mrr-Chet - Lady Loranda
  • Rocket Propelled Catapult - Red Cassette
  • Simple Trebuchet - SparkyMcCalci
  • Antimatter Catapult - JS_Coulthard
  • Cross-apult - TurtleBravo85
  • ACME(tm) Catapult - IceCreamMan4254


Over 50 entries this time, and many of them were quite impressive. I think this theme would have benefitted pretty significantly from more logic/automation parts, as some of the machines were very cool but also a bit too complex to operate consistently. I spent a lot of time trying to figure out a number of the entries' controls/concepts, and I think I figured them all out, but in the end I favored the simpler/elegant trebuchets and catapults. As usual it was hard to draw the line between winners and honorable mentions, but I prefer two categories rather than trying to rank them. Either way, I appreciate everyone taking the time to enter these contents, and I'm plan to keep doing them until 1.0 at least, possibly beyond that.

AUGUST'S THEME: WRECKING BALL

Next month's theme will be Wrecking Ball. This means building a traditional-ish demolition vehicle whose method of destruction is swinging a ball (or something similar) into a structure. Mechanical devices are preferred, but not required. Satisfaction when used (how fun is it to use to destroy a building), and overall design will be the top priority. As usual, easy-to-use vehicles will likely have an advantage as well. There's no particular island/building this time, and I'll be sure to try each vehicle against multiple structures/targets. Deadline will be August 20th.

0.126 - A BIG WEAPONS UPDATE

It's been a while since I added some new parts, and though there was a big content addition recently in the form of 7 new islands, I decided it was a good idea to add some new parts before going into gameplay prototype mode for a few weeks. That's a long way of saying 0.126 is here, and it's got some pretty cool stuff in it. Here's a quick preview:



And the changelist for 0.126:
* New part: X8 Rifle (fires bullet, with high rate of fire possible)
* New part: Gauss Gun (fires explosive bullet, with medium rate of fire possible)
* Added weapon firing modes to all 4 projectile weapon parts (Single Shot, Automatic, Burst)
* Added refire rate, burst size, and relative delay settings to weapon parts (advanced mode)
* New parts: Suspension Swivel, Suspension Socket, and Suspension Arm
* Added Strength (mass) setting to Steel Orb and Steel Orb XL
* Replaced Structure Zoo 2 with Compound, which is now the default Sandbox island
* Fixed weapon trails jumping around sometimes (particles and trails each had a similar to distinct version of this)
* Updated cannon part model to fit sizing of projectile a bit better

Lots of fun new things in this update, with the new weapons and weapon firing adjustments being the most significant. It's easy with these new settings to create over-powered vehicles, but there are already so many ways to do that (lasers, vortex, magnets, fixed bombs, etc) that adding more potentially-OP parts doesn't really change the balancing issues. I did have to simplify the weapon counters so there's just one "shot" counter for regular projectiles, and if more energy-based weapons (plasma gun/etc) are added, those will use the power system as lasers.

The new suspension parts are just some things I've wanted to add for variety, though they probably don't change what's possible very much. The mass/strength thing was added to steel orbs, as it was pretty obvious when testing the featured vehicles that they needed the option to be heavier. And there's a new default island for Sandbox mode. That may change/evolve into a campaign island eventually, but for now I just wanted to see something besides Structure Zoo 1.

This will be the last update for a bit, as I'll be going into gameplay prototype mode for 2-3 weeks. Have a long list of things to try out, and the new weapons in particular provide some basis for potential enemies/obstacles. The game will definitely have more combat of some sort in the future, though I may draw a line between the demolition/puzzle style islands and those that focus more on combat. Will have to see how the next few weeks go, and I'll aim for some prototype islands to showcase the new gameplay elements before going too far in a particular direction. Until next time...

Campaign Polish, Vehicle Showcase, and Last Day for Trebuchets + Catapults

Version 0.125 is now live on Steam. It mostly finishes the remaining tasks with the updated campaign, with Bonus Discounts and Star Ratings having had a full balance pass. Showcase vehicles have also seen some updates, and various missions were updated a bit as well. To highlight some of the new stuff, here's a new video showing off some of the recent work (and showcase vehicles in particular):

[previewyoutube][/previewyoutube]

This marks the last significant build for a while, as I'll be focusing on new game elements (see the previous update for more details) before adding more new islands. I'm glad for the change of pace, as managing/updating/revisions this many islands, missions, and showcase vehicles is a lot to keep track of.

[I'm still undecided about a build with just new parts before the new gameplay elements are done. Leaning towards doing it, but don't want to commit to it quite yet.]

TREBUCHETS AND CATAPULTS

Just a quick reminder that today is the last day to enter your vehicle in July's Featured Vehicle contest. I'll be playing through them all tomorrow morning, and I'm glad to say that I've been looking forward to it. I wasn't sure how I'd feel about having a monthly commitment like this, but so far I really enjoy checking out the creations, and having someone helping out with videos means I don't have to worry about spending the extra 4-8 hours of video editing that comes with each theme.

Still haven't decided on the next theme, and I'm always happy to take suggestions for future themes, so let me know below if you have some ideas for future themes.

0.125 CHANGELIST

Let's wrap up this update with the changelist from version 0.125:
* Added/updated bonus discounts for all missions
* Added/updated star ratings for all missions
* Updated some showcase vehicles (10+)
* Updated some missions/objectives
* Made mouse cursor not disappear when using gamepad in menus
* Fixed Showcase vehicle labels not always correct (how they unlock)
* Fixed YouTube-created vehicles being locked
* Fixed issue with secret objective on Centaurus
* Fixed built-in structure loading issue with custom islands