We got an all new update, and it's filled with lots of Spark sweetness. As addictive as crystals.
MORE VISUALLY STRIKING ENVIRONMENTS
The first thing you'll notice is that the world is much more fleshed out. More trees of different colors, flowers, foliage, clouds and such. And the world generation is much more dynamic, with tall mountains, volcano formations, and small floating islands. It's still rather rough, but you can start to see what's possible.
We got some new 3D models in for Die Guy Lolo, and for the Z Bat Drone. It's got a slick clean simple geometric design, while having more details overall. Some enemies still are older models and you can see the difference.
We now introduced new weapons you can swap out. Again, all still very raw, lots of tweaking needed still, but you can at least get a taste of how differently each one works. You got your assault blaster, a short range shotgun, and a AOE charge shot.
We also introduced a new melee type of attack, great for doing close range damage, and also carving out a good chunk of voxel structures to boot.
You can now drop various objects in the battle to use to your advantage. One object is a simple gray cube designed to help you block enemy fire and also act as a stepping stone. Another is a propulsion cube, which you see scattered around the world. You can now drop your own where ever you like.
The boost is still in the game from before, but quite frankly, it's not very useful. I think we need to redesign it a bit. Something we'll tackle in 5.0.
These abilities will eventually be improved so they have more direct purpose in the game.
You can now collect coins to unlock new exo-suits. Currently there are only a few differences between each suit, but eventually they will play very differently. For now as an example, the Ninja exo-suit can do quad jumps, and moves a bit faster, but has much lower health. We'll soon make them more unique, with other special abilities as well.
Each base now has different objectives to complete, from zone control, destroying consoles, knocking down a protective shield, and a raw concept for a boss fight.
FEEDBACK FEEDBACK FEEDBACK!
With all this new stuff, we want to hear your feedback! What works, what doesn't. As we always said, where the game goes is really based on what the fans are interested in exploring. Even from when we first conceived the game concept much has changed and that sort of evolution has been fun to experience even if it's a bit daunting!
WHAT'S NOT QUITE FULLY BAKED
So there are lots of things that are still very raw in the game. So before you go posting stuff up in the forums saying, "hey, the boss looks like ass!", we're just going let you know the things we're aware of:
- The boss looks like ass
- Physics is still really wonky, but in a pretty comical way
- The boost feature... just isn't as cool as we like it. We're likely gonna scrap it and try something else.
- Yes, we know "Die Guys Rain Supreme" is not spelled correct. It's a play on words that you'll get one day.
- The objective system is not quite as interesting as it could be. So we're going to really rework this so that taking out each base feels a bit more unique.
- We're rethinking how you build things in the game so that it's more about place objects around the map to be useful. But it's still very raw in playtesting.
- The crystals still look like snowflakes. We still don't know how we want to design these... yeah, they are just simple crystals... but... still...
- The exo-suits feel like they need more unique characteristics to them. Any suggestions?
This quick update addresses a number of optimization issues, so you should be able to eek out smoother framerates. Optimization is never done, so we'll continue to address more with each update. And there are a bunch of tweaks, bug fixes and balancing elements addressed. And we threw in a few new features. Dig in!
- Double jump added back
- New feature to adjust draw distance to min, default, max
- Size of voxel structures increased
- Feedback form email field fixed
- Enemy formations improved
- Placement of turrets and enemies improved
- Drop rates for pick up items tweaked
- Floating islands on aerial enemy bunkers easier to grapple to
- UI reduced in size
- Propulsion cube tweaks and fixes
- Dropship tweaks so that you don't fall through them
- Visual cue of what a console is so you know what to destroy in a base
- Size of mini floating islands increased
After this update, we begin version 4.0. Stay tuned as we soon tease what's coming next!