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South Pole Bebop News

New game title! [South Pole Bebop]

[h3]Hi Everyone! πŸŽ‰

The game title has been changed from [Project P] to [South Pole Bebop].

The title was chosen to capture the penguin expedition's adventure of finding hope and moving forward with cheerful steps amidst the chaotic situation in the Antarctic, all in the style of jazz. 🎷

Please look forward to future updates as well.
[/h3]

v 0.5 Released ! Mainmenu updated


[h3]More powerful AI Bot :robot:[/h3]
Did you find the previous version of AI too easy? The development team has improved the AI. While it may not be a match for skilled players, the AI now moves 'more aggressively.' Even I sometimes lose to the AI when testing...!

[h3]Main menu changes :map:[/h3]
The main menu has been changed for upcoming updates. New UI elements have been added, such as a new title screen and mode selection.

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Disappointed because there aren't many visible changes?
Although not visible, there has been a lot of groundwork in v0.5 to add new contents.

What skills appear when selecting a character?
What other game modes are there?
What content does the "Coming soon" sign on the signboard cover?

Development is steadily progressing.
Please look forward to future updates! ːsteamhappyː

v 0.4 Released ! 'vs AI Bot' Updated

[h2][New System][/h2]
[h3]" 'vs AI Bot' mode has been added!":robot:[/h3]
> Was it difficult to play because there were few game users? Now, 'AI Bot' has been added to the game so that you can enjoy the game even without an opponent. It's still only a simple level AI, but we plan to provide AI with a higher level of difficulty by gradually upgrading the AI.
> But remember! Mindgame is more fun with real people.

[h2][UX improvements][/h2]
[h3]"When an enemy attacks, the amount of damage is displayed."πŸ“ˆ[/h3]
By clicking on the character, you could see the status, such as attack power, but it was inconvenient.
Now you can instantly know how much damage a zombie or opponent is doing when they attack.

[h3]"Added zombie timer":timer:[/h3]
There were comments that the timer at the top of the screen always had the same shape, making it difficult to tell the turn of the zombies.
Now, when the zombie moves, a nice snurgle animation is displayed instead of a timer.

The game's UX is constantly being improved based on your feedback.
We are working hard on additional content such as new characters, so please look forward to the next update!

v 0.3 Released !

[h2]New Contents[/h2]
[h3]- "A new zombie has been added that fires from a distance" πŸ’£ [/h3]
The new zombie "Head Bomber" can ignore terrain and shell targets from a long distance, just like MAKA.
Make sure your base isn't getting shelled!


[h2]improvements of UX[/h2]
[h3]- "You can now see your surroundings when selecting a level-up bonus" πŸŽ‰ [/h3]
In the previous version, all objects except your character were hidden on the screen where you select level-up bonuses, making it difficult to see what was going on around you.
Now, instead of hiding, we've added an effect that makes the surrounding objects look darker, so you can see what's going on around you and better see the character you're giving the bonus to.


[h3]- "Showing a before and after of a character's improving stats" πŸ“ˆ [/h3]
Originally, we used to show the improved stats above your character, but it was too quick for users to notice.
Now, we've made it more intuitive by showing a before and after, such as "2->3", when a character's stats improve.

[h3]- "It's always shown whose turn it is" ❓
[/h3]With no battle log yet, it's hard to know if it's your turn or your opponent's turn when you lose focus on the game for a while.
We've changed this to show whose turn it is by adding a flashing effect under the profile of the user whose turn it is.

[h3]- "We've added cutscenes to help guide you through the game" πŸŽ₯. [/h3]
1) Added a cutscene at the start of the game that tells you the result of your starting order (first/last turn).
2) Added an illustration that appears when your character is captured by Grabby.
3) Added a cutscene that tells you what to do when your base is destroyed to either solidify your victory or avoid losing.



[h2]- Other improvements[/h2]
1) Added button flashing effect when leveling up.
2) Added effects of attacks and explosions.
3) Several UI visualizations have been changed.

v 0.2 Release !

-[h3] "Added VFX for zombies falling into water." [/h3]
Until now, pushing a zombie towards water would cause the zombie to float on top of the water. Zombies now fall into the water.

-[h3] "The resource the character is swimming in has been added. πŸ€½β€β™‚οΈ '"[/h3]
Unlike zombies, player characters do not die when they enter a water tile. (cannot attack instead)
However, even if the character fell into the water, the appearance did not change, so it was difficult to immediately know what effect the water tile had.
Now, when your character enters a water tile, it will appear to be swimming.

- [h3]" Added VFX when acquiring EXP. πŸŽ‡ "[/h3]
The 'how' to get the experience was explained through the tooltip. However, the 'process' of acquiring experience seemed unclear.
VFX have now been added to show "where" and "how much" XP earned.

-[h3] "(Convenience up) The game can now be played with just a mouse without a keyboard πŸ–±οΈ" [/h3]
Now you don't have to press Space to attack. All actions can be performed with the mouse.