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Gravity Circuit News

Gravity Circuit - Patch 1.0.7a

Hello everyone. Based on player feedback, we bring you version 1.0.7a, which addresses an issue that was identified by our Chinese players.

Game issues:
  • Fixed an issue where the game would crash upon reaching a certain boss while playing in Chinese. This was caused by a formatting error in the Chinese localization script files, as well as some changes made to the text rendering between 1.0.6 and 1.0.7. As such, while the formatting error worked in versions 1.0.6 and earlier, it started crashing the game in 1.0.7, and this slipped past us in testing.


Sincerest apologies to Chinese players for any inconvenience this may have caused.

We are working on 1.0.8 which will bring more changes and even some additions, but we felt it was important to get this crash fixed when we became aware of it.

Community's Q&A with the Game Dev Part 2 of 2

Hello Fellow Circuit Admirers,


We deeply appreciate the positive feedback, bug reports, and the unwavering support from our players. With the game's increasing popularity, curiosity has spiked regarding the intricate details of its history, creation, inspirations, and narrative.

As you may already be aware, we've responded to this curiosity by compiling a comprehensive collection of questions sourced from our community Discord. These answers are now available here, serving as a permanent record accessible to both new and seasoned players.

The responses are a blend of insights from both Antti and Dominic, mirroring the collaborative journey that shaped the game's inception. Hence, it's only natural that the answers encapsulate this collaborative spirit.

Okay enough context, here you go for the Part 2 of the Q&A as we got so many questions!

[h2]Find the Part 1 HERE![/h2]


Question #17: If the Circuits could eat, what would each of their favorite foods be?

Antti/Dominic:
  • Ray: Spicy instant noodles, the most punctual food.
  • Trace: Fruit salad, refreshing and full of vitamins.
  • Blade: Shaved ice, perfect snack for a warm day.
  • Cable: Sushi, he'd modify his stun baton arm to have a pair of chopsticks.
  • Bit: Hotdogs, easy to eat on the go!
  • Medley: Burgers, the best food according to her!
  • Crash: Tomato soup, comfort food, good for the soul.
  • Hash: Coffee & plain toast, who’s got time for a proper meal?
  • Kai: Pizza, always trying different toppings every week.


Question #17.5: What would be Kernel's favorite food?

Antti/Dominic: Popcorn!


Question #18: What part of the game took the longest/was the hardest to develop, and why?

Antti: Honestly, finetuning Kai's movement and actions. I wouldn't say they're perfect, but it was a long road to get things as good as they are now.


Question #19: What's the planet the game passes on, earth?

Antti: A nameless planet somewhere out there. It likely would be inhabitable to humans.


Question #20: What was your favorite part of the game to implement/work on?

Antti: Menus. They often tend to be more fun and straight forward to code than anything gameplay related.


Question #21: Which circuit would give the best hug?

Antti: Medley would claim she gives them the best, but the real answer is Crash.


Question #22: So if Crash's upper body is a tube, how does he open his arms outward?

Antti: Very carefully...? He'll bonk people's heads with those shoulders if he isn't careful!


Question #23: Will a physical version of the game ever release?

Antti: Any decisions about physical versions would have to come from our publisher, PID Games.


Question #24: How would every circuit act like in a group chat?

Antti: Decently civil, albeit possibly a bit chaotic, so I hope they get Crash to act as the group chat moderator if things get heated. Cable would probably only type ellipses in the chat as a response to anything Ray might be writing.


Question #25: Can Bit play the Keytar?

Antti: He probably would boast that he can, despite never having touched one!


Question #26: How much playtesting was done for each and every level of Gravity Circuit?

Antti: Can't say from the top of my head, since we had no way to track exact numbers, but I'd argue that a decent amount, across plenty many different builds of the game. Several stages saw decently sized revisions or touch ups to improve their designs, based on playtesting feedback. Highway, Warehouse/Cyberspace and Junkyard in particular had to go through some fairly major level layout changes from their initial versions.


Question #27: How often do you have to go back and optimise code? How did the code have to be changed to reduce the lag on consoles?

Antti: Every once in a while, usually when any issues were noticed during the porting processes. However, due to a variety of circumstances, a good majority of the heavy-lifting for optimizations was done at the very tail-end of development. Ideally, would've liked to do those optimizations earlier on. We're looking to optimize things more after the immediate game issues (bugs, game crashes) are resolved.

Generally the optimizations that had to be done involved reducing the amount of CPU load on a per-frame basis. This was achieved by simplifying some collision related code, making certain things run only every other or so frame as opposed to every frame, implementing simpler collision detection mechanisms in some places, and adding some memoization wherever possible. There's more to be done, but most optimization fell into those camps.


Question #28: Were there any features or mechanics that were planned for the game, but ultimately scrapped and if so, what specifically and why?

Antti: A couple to few more enemy types for the game's last few stages were thought up, but in interest of development time, they were dropped. They would have introduced a couple of new mechanics/obstacles to these stages, but they might have been a bit much to juggle on top of everything else that was going on.

However, the big thing that was dropped from the initial release was the level editor, simply because it requires more before it's in an acceptable state for more public use. All of the game's levels were made with said editor, but it has enough quirks or peculiarities that made it unsuitable for release. As such, in interest of getting the game out sooner, it became a post-launch feature we're trying to get done at a point or another. As of now, it's TBD when it would become available.


Question #29: As a musician who wants to experiment with the industry in the future, What was the process of getting the music in the game? Stuff like ideas, concepts, motifs, implementation, etc.

Dominic: A handful of tracks that ended up in Gravity Circuit were composed almost 10 years ago, but were later on re-arranged or rather remade to fit the vibe of the final shipped product. When it comes to the ideas, I always try to imagine the location and the flow of the level, area or scene I'm writing music for, I'm a very visual person so being able to look at concept art, gameplay videos or just reference images helps a lot to get my creativity flowing.

Antti: As far as implementation goes, in Gravity Circuit, music tracks were generally split into two files: one for the intro of a track, and the other for the loop portion of a track. During playback, the game simply reads samples into a buffer from the active file, and determines if the currently playing file should loop or not when it reaches the end. When making games, you're usually better off using formats like OGG, rather than MP3. Larger companies may opt for more proprietary formats, too.

Question #30: Does the music exist in-universe?

Antti: Medley did install those speakers in the City Center for a reason!... Not sure about the other areas. Does Kai carry a walkbot with him?


Question #31: What are the inspirations behind each Circuits' designs?


Kai: Cues were taken from works like Gundam, essentially turning those huge, humongous mecha designs to a smaller form factor. However, right from the get-go, we knew that he should have a three-pronged "V-fin", as his distinguishing feature on his head's design. This later served as the basis for the idea of a "Circuit", and how each major character in the game tends to wear one in one shape or form.

Given these Gundam-inspired origins, initially Kai had normal legs, with boots and all. However, Dominic then spun up the idea to make Kai more ninja-like, by giving him more pointy legs. This idea stuck, and became a common theme throughout the game for the robots... Even if only to make their in-game sprites easier to draw and animate!


Ray: Inspirations included a bit of Magma Man from MM9, while shoulder cannon beams were inspired by series like Tekkaman Blade. His design at first did not have him wear any shades, but the portrait artist interpreted his eyes as such. We liked it, and it stuck. It just made sense for his theming, given how he shoots dangerous lasers!


Trace: Typical doctor attire inspired her design, just with the added twist of her being a roboticist necromancer, rather than a traditional healer. This then naturally led to her raising and controlling various zombies, albeit robotic ones!


Blade: The idea from the start was to combine wind and ice elements into one boss. This stemmed from the fact that the early drafts for the game made the story take place entirely inside a computer or cyberspace, and Blade was supposed to represent the cooling system of said computer or system. His Circuit is shaped almost like an ice crown which ended up looking similar to Gemini Man's helmet, while his propeller was inspired by the likes of Gyro Man. One of the first sketches had Blade wearing a fur-coat, but in his final design it was scrapped because it was hard to translate such a detail into the in-game sprite.


Cable: His in-game sprite came first, with no solid plan for his design. Basically the process was: make him green to contrast with Kai's red, give him a stun baton arm as a distinguishing feature (where the stun baton idea came from, we don't know), and make his Circuit look like a mirrored pair of lightning bolts. Finer details of his design were then extrapolated from that in-game sprite by the game's portrait artist and so on.


Bit: Obvious parallels can be drawn with Turbo Man from Mega Man 7, when you consider the visor, helmet, the theming etc. Another big inspiration was Captain Falcon from F-Zero, with a little bit of Sonic the Hedgehog’s attitude to top it off.


Medley: Originally she was supposed to be a DJ, but she ended up being more of a pop idol, since this allowed her boss room to take the appearance of a concert stage. Her shades were partly inspired by Kamina’s shades from Tengen Toppa Gurren Lagann. People say that she looks a little bit like Elec Man too, which I can totally see, but it wasn’t intentional. Maybe it was a subconscious design choice?


Crash: A big guy that looks mean but still kind somehow. Originally he had an (American) football helmet/mask, but that was hard to translate to a sprite, so his helmet took on more of a samurai motif. The overall first draft he was supposed to be more of a brawler type robot, throwing big rocks and smashing through walls with his hands. Not sure when the drill was added, but it did add more a more distinct look to his design, so it was a good decision.


Hash: He ended up with four arms, a scope visor and a microphone, because Dominic wanted him to look like he could easily process tons of data and work multiple computers at the same time. He was given a faceplate that made him look like he was grinning, reflecting his scheming, devilish prankster-like personality better.


Question #32: Are there any secret easter egg rooms in the game (akin to, say, the HAL rooms in Kirby games)?

Antti: As much as I'd like to say "yes", the answer is a more simple "no".


Question #33: How do I access the dating sim minigame?

Antti: If you find out how, tell us!


Question #34: Have you thought about the possibility of selling merchandise for Gravity Circuit? (ex: Plushies, posters, mugs, Kai's shoes but as slippers, etc.)

Antti: Merchandise would be cool, but I believe any merch deals would also need to get our publisher involved.


Question #35: Will gravity circuit ever receive any updates adding new gamemodes/extras? Not DLC necessarily just like bonus stuff.

Antti: At the very least, a Speedrun mode that disables cutscenes and dialogue, so to make replaying the game nicer.


Question #35: Considering that burst techniques were influenced in part by fighting games, was it ever considered during development to implement motion inputs in order to perform some of them (in a way reminiscent of hadouken in Mega Man X for example)?

Antti: In some of the earliest drafts for ideas, yes. In fact, before the current system (inspired by the "Tales of" series) was put in place, specific burst techniques were assigned to holding down an attack button, and releasing the button after you were "charged up", with directions influencing the outcome. However, this was rather convoluted, so the directional input + separate button were implemented instead.


Question #36: Ironically, which one of the circuits would be the worst with computers? (like doesn't know how to send an email or even turn the pc on)

Antti: Blade would just tell someone else to do any data entry required from him, because he's forgotten how to do it.


Question #37: Will some of the bosses be playable like in Mega Man Powered Up?

Antti: We have heard fair plenty requests for additional playable characters, but at this time, we haven't decided anything yet.

[h2]Stay tuned for more of these super cool and interesting updates (we think?) and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit![/h2]

https://store.steampowered.com/app/858710/Gravity_Circuit/

Gravity Circuit - Patch 1.0.7

[h3]Hello everyone. Based on player feedback, we bring you version 1.0.7, which brings various bug fixes and other tweaks. Following things have been fixed or adjusted:[/h3]

Note: Due to how language selection was adjusted for this patch, the game will ask to select your language again upon launch. This is one-time operation, however, so hopefully this won't be too bothersome!

Game issues:
  • Fixed an issue where in rare situations, ledge grabbing onto an object that has despawned may crash the game
  • Added extra code to account for strange behavior in the pause menu, that could under very specific circumstances lead to a game crash
  • Fix an issue where Hardware Barrier may not activate properly; in that the shield effect appears, but it doesn't actually shield you from damage
  • Fix a visual issue where Hardware Barrier remains if you complete a stage, and the technique is active
  • Fix a visual issue where Hardware Barrier being active may lead to some weird visuals during cutscenes
  • Fixed an issue where, due to a coding oversight, a jump activated through the game's jump buffer may unwittingly cancel a burst technique activation
  • Changed Kai's control code a bit, in that it checks for burst technique activation first before any other button input. This helps with any unintentional "double jump cancelled burst technique" bugs.
  • Fixed a visual offset issue with Junk Fly Hive enemies, when they are grabbed with Heavenly Piledriver
  • Fixed an issue where a certain boss, under certain circumstances, can get stuck mid-air in a way that requires you to restart the fight by reloading the checkpoint
  • Fixed an issue where if you pressed crouching jab just before doing some special NPC interactions in the HQ, Kai's controls might get locked up after trying to leave that interaction
  • Fixed an issue where Kai's controls may get locked up when Kai gets frozen or gooped up in Mountains or Junkyard while doing a crouching jab
  • Fixed an issue relating to using Gravity Freeze against a specific attack one of the game's bosses can do
  • Fixed an issue where Chain Dasher may fail to grab the target object if the hookshot button is held down at the end of the dash, and the target is eligible for a grab
  • Fixed a game crash that may happen when using Support Platform
  • Fixed a softlock that may happen if Kai gets crushed during Screen Interrupt, like by the toggleblocks in Cyberspace
  • Fixed an issue where Chain Dasher can cause grabbed enemies warp around rather randomly if they're thrown while Kai is standing on ground
  • Fix a visual issue with Virus Bruiser enemies if they're grabbed with Heavenly Piledrive while their chain is extended
  • Fixed a visual issue when grabbing an enemy object with hookshot, where the enemy may be displaced for some few frames while Kai is doing the pull-in action. This tended to happen the most when grabbing an enemy after Heavenly Piledrive
  • Due to a small oversight, Data Chip count may go up to 82 out of 80, due to the game interpreting wrong data as picked up data chips. This error has been fixed, and additional code has been added that corrects any affected save files when game boots up. This bug did not affect achievements, it just displayed the wrong visual on GAME COMPLETE screen, as well as file select.
  • Fix a game crash in Highway caused by preserved momentum from Float Rider platforms when entering miniboss cutscene triggers
  • Fix an issue where divekick can be cancelled with a burst technique, leaving a lingering attack overlay effect and lingering hitbox attached to Kai
  • Fixed a case where some enemies may continue their normal behavior if they are Heavenly Piledrived into a pit of spikes or lava, or Kai getting crushed. Made the said enemies destruct in these circumstances.
  • Fixed one unintentional interaction with a moving platform and one enemy type in one of the latter stages.
  • Fixed a game crash that may occur if the game takes longer than expected to load Research Compendium assets, and the game attempts to update which object sprite to show.
  • Added precaution to one of the cutscene triggers in one of the final stages, so to ensure that Kai doesn't fly past the cutscene trigger too hard due to any momentum shenanigans


Gameplay adjustments:
  • Gave Emergency Heal and Hardware Barrier the "invincible" status for their activation durations (ie. the time between activation and player regaining control), to better ensure that the techniques do their designated effects without some weird interactions preventing them
  • Made it possible to crouch and get the crouch jab out on the same frame, since previously these had to be handled in two consuctive frames, which could lead to dropped inputs (crouching but not getting the jab out)
  • Made it possible to crouch from sprint, so long you only hold the downwards direction. Previously you had to slow down enough for crouch to register.
  • Heavenly Piledrive unintentionally grabs overkilled enemies. However, instead of removing this, additional code was added that ensures that an overkilled enemy destructs after the Heavenly Piledrive finishes.
  • Can gain sprint speed if Kai falls off a ledge after a slide if run button is held
  • Can gain sprint speed after letting go of a wall-slide if run button is held
  • Added a few more "safe zones" for Kai to respawn on, if he falls into a pit near the miniboss in Junkyard


Misc:
  • Adjusted language handling, and how it is saved in player's user configuration files
  • Slight modifications to Japanese localization (eq. one achievement erronously using the wrong name for a certain character)
  • Working on improving text rendering performance. This was done for console ports, but may help with running the game on older PCs.
  • GAME COMPLETE screen now shows clear time down to centisecond accuracy, as opposed to just seconds.
  • GAME COMPLETE screen now also shows your research completion rate for compendium (in ###%), not just your data chip collection rate (in ##/80)


Let us know if you find any new issues.

Community's Q&A with the Game Dev Part 1 of 2

Hello Fellow Circuit Admirers,


We are very grateful for all the positive feedback, bug reports and all the support from the players.
As you all already know, the game has become so popular that people are even more curious to know all the nitty-gritty details of the game, its history, conception, inspirations and story.

So, we have gone and done it again and here are all these questions that have been collected from the community discord and we decided to answer them all here, in one place and to be documented into the history to be available forever to be found by players new and old!

The answers are a mix of Antti, Dominic and sometimes both, just like the game's conception story. So, its only logical that the answers reflect that too. Okay enough introduction, here you go for the Part 1 of the Q&A as we got so many questions!


[h3]Question #01: Will you guys ever consider adding DLC to the game as time progresses? I love it already in its current state I am just extremely hungry for more content pertaining to it. 'CAUSE I LOVE IT SO MUCH.

Antti: For now, the main focus is stability and performance patches, with the occasional adjustments to gameplay wherever necessary. Any additional content or features beyond, that is TBD.


Question #02: Were there any circuits planned but rejected/replaced in the final game? Or were all of them pretty much locked in from the start?

Antti: Most of the characters appeared in the final game with little to no changes from their initial concepts. There were some slight tweaks, but the broad strokes remained the same through out. No characters were left on the cutting room floor.


Question #03: What was your favorite boss to make in the game?

Antti: Out of the main eight, Ray, because he was the most straight-forward to code, animate and test.


Question #04: The game already has a wide selection of booster chips and burst techniques, but were there a lot of cut/rejected ideas for them during development?

Antti: In terms of chips, no cuts had to be made. For techniques, the last few were a struggle to come up with, where some alternative ideas were explored - but these either tended to overlap with existing techniques too much (e.g. one scrapped technique just being a weaker, short-range Flying Strike), or had to be changed to be more unique (e.g. Function Overload originally was a damage buff, but got changed to a speed and double jump buff).


Question #05: Where do the robots get their source of energy from? Is it something they can regenerate over time or does it have to be fueled by something? If the latter, what exactly does fuel them?

Antti: The common bots have an internal reactor that can keep them going for a fair while, only requiring occasional refueling. This fuel can be produced from the various byproducts the city's various facilities output. In a pinch, some bots may be equipped with solar panels for emergency recharges. On the other hand, Circuits can harness alternative sources on top of this, like Cable could get some extra juice out of being struck by a lightning bolt.


Question #06: How tall are all the Circuits, do you have specific heights for them?

Antti: Don't think we ever gave this much thought. Probably human sized?


Question #07: What was the inspiration to make this game to begin with? Obviously mega man inspired it heavily, but what made you want to make a game like this? Was it due to lack of official mega man content or other reasons? Also to add rq: was there any other robot media besides mega man that influenced this game heavily?

Dominic: It was partly because of lack of new mega man content, but we also wanted to make a game combining all the things we love about the mega man games and mix them with other things we love from other games and franchises. Aside from Mega Man, Gundam was a big influence when it came to the designs of the Circuits and Bots.
Antti: Various fighting games also served as a source of inspiration for various attacks and techniques.


Question #08: Were the circuits designed based on the levels, or the levels designed based on the circuits?

Dominic: The levels were designed based on the Circuits. Most of the Rebel Circuit levels were in fact made after their respective boss fight was completed.
Antti: This is why some level gimmicks tended to show up in the boss room as well as the level itself.


Question #09: Out of the main guardian circuits, who would you trust most with looking after an egg?

Dominic: Probably Kai.
Antti: Anyone but Crash.


Question #10: Why does Hash have four arms?

Dominic: So he can hack type faster.
Antti: ...does he ever type, though?


Question #11: Were there ever ideas to have the Rebel Circuit's techniques be each other's weaknesses, like in MegaMan/X games?

Dominic: Very early on during pre-production yes, but it was never put into practice.
Antti: Burst Techniques eventually became more like fighting game super or special moves, so it didn't make much sense to make any of them any particular boss' weakness.


Question #12: What is in Kernel's files?

Antti: Oh, they contain [REDACTED BY GUARDIAN CORPS] and [REDACTED BY GUARDIAN CORPS]. Not sure what the big deal is?


Question #13: What is Dominic's favorite circuit?

Dominic: I know it's a boring answer, but I like them all equally!


Question #14:What music artists inspired the OST the most? This OST is an absolute bop as the kids say!

Dominic: Basically most of the music written by the many artists who have worked on the Mega Man franchise, Mega Man X in particular was the main inspiration for the OST.


Question #15: What came first when designing the circuits? Their abilities, name, looks, personalities, etc.

Dominic: Their abilities, or rather theme/element came first in most cases, then their design and lastly their names.
Antti: Trace and Medley's names and titles took particularly long to finalize. We also debated a lot about Blade's "Cooler" Circuit title.


Question #16: Do you guys plan on making any more games in the future either like this or any new projects altogether? Also how did you guys manage come up with the idea for this game in the first place? P.s. Love the game so much you all put in so much love and dedication into this game.

Antti: Time will tell, might need some recharging before another big project! Gravity Circuit's development happened over many years, nearly a decade in fact, but most of this time only saw on-and-off development and conceptualization, since we were busy either studying or working other jobs. The game didn't enter full-time production until early 2021, so a lot of things changed from the initial ideas or gameplay concepts, with the only real constants being melee combat, platforming and eight main stages. The hookshot wasn't there from the start! We just wanted to make a game in somewhat similar style to our favorite franchise, Mega Man, and slowly built up from there through trial and error.
[/h3]

[h2]Stay tuned for more updates and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit![/h2]

https://store.steampowered.com/app/858710/Gravity_Circuit/

We are going to Gamescom in Cologne, Germany!

[h2]Step into the extraordinary world of Gravity Circuit at the Indie Arena Booth during Gamescom 2023 in Cologne, Germany, from 23rd to 27th August.
[/h2]



[h2]Prepare for an adventure like no other as you defy gravity, conquer unique challenges, and immerse yourself in a post-apocalyptic universe teeming with sentient robots. Be our guest at Gamescom 2023 and embark on a thrilling 2D platforming journey that will leave you captivated and craving for more. [/h2]



[h2]Don't miss this opportunity to experience the excitement firsthand - we can't wait to see you there!

Buy your tickets here![/h2]

https://store.steampowered.com/app/858710/Gravity_Circuit/