Demo v0.7
[p]Hello![/p][p]It's been a while (about 2 months actually!) since I've put out an update for the demo, making it v0.7! I've been working mostly on content that comes after the demo ends but I realised there are still quite a few tweaks and bug fixes that the demo can benefit from too. There are even some bigger things in there too, like the intro cutscene, and some new upgrades.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Here's the full list of changes you can see in Demo v0.7!
[/p][p]General[/p][p]- Intro cutscene![/p][p]- Activator tool now shows more informative text[/p][p]- Drones will beep and complain when damaged[/p][p]- Drones can now be deactivated/activated[/p][p]- Reduced attractor beam length and width, and added upgrades to increase these[/p][p]- Added lateral control (strafe) upgrade[/p][p]- Added refurbished explosive charge[/p][p]- Crystals now create particles when colliding[/p][p]- Added background signal noise modifiers so that using different tools creates some interference with the scanner[/p][p]- Entities like drones, containers, etc. now give off a pulsing signal[/p][p]- Moved some unnecessary stuff out of the save file, which should help avoid breaking changes in the future[/p][p]- Entities attached to asteroids now leave a slightly larger hole when they're detached[/p][p]- Small change to how red crystals determine which direction to move in[/p][p]- Better scrap placement on randomised levels[/p][p]- Some small changes to story text[/p][p]- Improvements to NPC pathing code, more performant in most cases and more precise overall[/p][p]- Lowered damage required to open containers[/p][p]- Tweaks to tutorial so that scanner functionality is better explained and the explanation is visible while you're actually meant to be scanning[/p][p]- Added hint on day 2 about being able to push asteroids safely[/p][p]- Containers will now always gently push their contents out (previously they only did it for a short period and things could stay hidden in there)[/p][p]- Added message when finally paying off debt[/p][p]- Changed "Civilian Capital" to "Civilian Resources"[/p][p]- Archived mail is now sorted properly and displays date in the list[/p][p]- Tweaked positioning of crystals on charge training day so that they're easier to get with a second charge[/p][p]- Job times and permits are sorted now, and the selection with the most amount of time is selected first[/p][p]- Red crystal shards value now add up to the value of a full shard[/p][p]- Added confirmation popup when restarting a job[/p][p]- Added rounded corners to some physics objects to make them easier to handle and less likely to get stuck when trying to pick them up[/p][p]- Charge launcher build up SFX now uses tweaked volume and pitch[/p][p]- SFX now plays when entities detach from asteroids[/p][p]- Tweak to tool usage colour on tools page
[/p][p]Fixes[/p][p]- Fix for message sometimes flickering on and off once when starting a new job[/p][p]- Upgrades are now removed from the market after installing them from the market page[/p][p]- Fixed some cases where entities are trying to interact with the physics objects of entities that were removed on that update[/p][p]- Fixed some maths utilities bugs that were resulting in NaNs and then causing physics to behave in strange ways or be ignored altogether[/p][p]- Can no longer pause while extracting, dying, or dead[/p][p]- Gameover and pause menu buttons now wrap from top to bottom[/p][p]- Fix for laser effect remaining visible after extraction[/p][p]- Fix for rough transition to new game state when that game state took a while to load[/p][p]- Fix for TOOL_NONE status notification not clearing when installing a tool directly after purchasing it on the market page[/p][p][/p][p]And if you read all of that, here's a peak at the mining laser I've added (only available in the finished game)![/p][p]
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[/p][p]General[/p][p]- Intro cutscene![/p][p]- Activator tool now shows more informative text[/p][p]- Drones will beep and complain when damaged[/p][p]- Drones can now be deactivated/activated[/p][p]- Reduced attractor beam length and width, and added upgrades to increase these[/p][p]- Added lateral control (strafe) upgrade[/p][p]- Added refurbished explosive charge[/p][p]- Crystals now create particles when colliding[/p][p]- Added background signal noise modifiers so that using different tools creates some interference with the scanner[/p][p]- Entities like drones, containers, etc. now give off a pulsing signal[/p][p]- Moved some unnecessary stuff out of the save file, which should help avoid breaking changes in the future[/p][p]- Entities attached to asteroids now leave a slightly larger hole when they're detached[/p][p]- Small change to how red crystals determine which direction to move in[/p][p]- Better scrap placement on randomised levels[/p][p]- Some small changes to story text[/p][p]- Improvements to NPC pathing code, more performant in most cases and more precise overall[/p][p]- Lowered damage required to open containers[/p][p]- Tweaks to tutorial so that scanner functionality is better explained and the explanation is visible while you're actually meant to be scanning[/p][p]- Added hint on day 2 about being able to push asteroids safely[/p][p]- Containers will now always gently push their contents out (previously they only did it for a short period and things could stay hidden in there)[/p][p]- Added message when finally paying off debt[/p][p]- Changed "Civilian Capital" to "Civilian Resources"[/p][p]- Archived mail is now sorted properly and displays date in the list[/p][p]- Tweaked positioning of crystals on charge training day so that they're easier to get with a second charge[/p][p]- Job times and permits are sorted now, and the selection with the most amount of time is selected first[/p][p]- Red crystal shards value now add up to the value of a full shard[/p][p]- Added confirmation popup when restarting a job[/p][p]- Added rounded corners to some physics objects to make them easier to handle and less likely to get stuck when trying to pick them up[/p][p]- Charge launcher build up SFX now uses tweaked volume and pitch[/p][p]- SFX now plays when entities detach from asteroids[/p][p]- Tweak to tool usage colour on tools page
[/p][p]Fixes[/p][p]- Fix for message sometimes flickering on and off once when starting a new job[/p][p]- Upgrades are now removed from the market after installing them from the market page[/p][p]- Fixed some cases where entities are trying to interact with the physics objects of entities that were removed on that update[/p][p]- Fixed some maths utilities bugs that were resulting in NaNs and then causing physics to behave in strange ways or be ignored altogether[/p][p]- Can no longer pause while extracting, dying, or dead[/p][p]- Gameover and pause menu buttons now wrap from top to bottom[/p][p]- Fix for laser effect remaining visible after extraction[/p][p]- Fix for rough transition to new game state when that game state took a while to load[/p][p]- Fix for TOOL_NONE status notification not clearing when installing a tool directly after purchasing it on the market page[/p][p][/p][p]And if you read all of that, here's a peak at the mining laser I've added (only available in the finished game)![/p][p]