Infested Planet - RocketBearGames
A new mission is out for Infested Planet in the first October update.

New Mission - Tension

Remember how I said the last mission was the most scripting I ever did for Infested Planet? Well, Tension blows that out of the water.

This mission involves you and the aliens fighting over a pile of crates (remember the convoy mission?). I spent a lot of time programming the alien strike teams so that they would know what to do with the crates. They have to react to unexpected events, like you stealing a crate that the aliens were aiming for. I also added a new AI mode to marines that allow them to escort crate carriers.

The result is a tug of war between you and the alien team. You have to stop them from stealing your crates and tow your crates back to the base at the same time. Try the new mission out and see how you like it.

Other Changes

Since we are getting close to the end of the campaign, I went through the mission rewards and added some of the later technologies to the campaign missions. Previously, the only way to get them was to play the random missions, but now you'll unlock them if you finish the scripted missions as well.
Infested Planet - RocketBear
A new mission is out for Infested Planet in the first October update.

New Mission - Tension

Remember how I said the last mission was the most scripting I ever did for Infested Planet? Well, Tension blows that out of the water.

This mission involves you and the aliens fighting over a pile of crates (remember the convoy mission?). I spent a lot of time programming the alien strike teams so that they would know what to do with the crates. They have to react to unexpected events, like you stealing a crate that the aliens were aiming for. I also added a new AI mode to marines that allow them to escort crate carriers.

The result is a tug of war between you and the alien team. You have to stop them from stealing your crates and tow your crates back to the base at the same time. Try the new mission out and see how you like it.

Other Changes

Since we are getting close to the end of the campaign, I went through the mission rewards and added some of the later technologies to the campaign missions. Previously, the only way to get them was to play the random missions, but now you'll unlock them if you finish the scripted missions as well.
Infested Planet - RocketBearGames
A new mission is out for Infested Planet in the second September update.

New Mission - Anabasis

After the dramatic events of Memento Mori, you get to see both the Sarge and the Doctor on the battlefield in this mission.

Both of them have teams present on the map, doing their own thing. It's up to you to make sure that the aliens don't eat the characters.

This mission has been possibly the hardest to script so far, with a lot of custom code to get the AI teams to behave. Try it out and let me know what you think.

Other Changes

  • New Icon for "Reinforcements" tech
  • A bunch of work on another mission that wasn't finished enough to put in the patch
Infested Planet - RocketBear
A new mission is out for Infested Planet in the second September update.

New Mission - Anabasis

After the dramatic events of Memento Mori, you get to see both the Sarge and the Doctor on the battlefield in this mission.

Both of them have teams present on the map, doing their own thing. It's up to you to make sure that the aliens don't eat the characters.

This mission has been possibly the hardest to script so far, with a lot of custom code to get the AI teams to behave. Try it out and let me know what you think.

Other Changes

  • New Icon for "Reinforcements" tech
  • A bunch of work on another mission that wasn't finished enough to put in the patch
Infested Planet - RocketBearGames
The first patch of September is here, bringing a new mission with it.

New Mission - Memento Mori

I'm very pleased with the newest addition to the campaign - the "Memento Mori" mission. How long can you hold out against the alien advance? Play this mission and find out.

A lot of players have asked for a survival-style mission. This mission adds something close to it, in scripted form. The experience from making and balancing it will help me to create a random survival mode, if I ever get to it.

A big thing has been finding a balance between the aliens steamrolling the player, and the marines getting a chance to counterattack. I'm pretty happy with the way it works in the new mission - dead hives drop BP crates!

Other Changes

I took a week to spend with people I love, so a lot of time was spent on looking adorable and silly. Still, I managed to squeeze some small, extra fixes into this patch.

  • "Foundations" mission will ask you to recycle marines now. People were getting stuck on that, since the script didn't know about the new marine spawning
  • Radial bars now fade to show gradations of progress and HP
Infested Planet - RocketBear
The first patch of September is here, bringing a new mission with it.

New Mission - Memento Mori

I'm very pleased with the newest addition to the campaign - the "Memento Mori" mission. How long can you hold out against the alien advance? Play this mission and find out.

A lot of players have asked for a survival-style mission. This mission adds something close to it, in scripted form. The experience from making and balancing it will help me to create a random survival mode, if I ever get to it.

A big thing has been finding a balance between the aliens steamrolling the player, and the marines getting a chance to counterattack. I'm pretty happy with the way it works in the new mission - dead hives drop BP crates!

Other Changes

I took a week to spend with people I love, so a lot of time was spent on looking adorable and silly. Still, I managed to squeeze some small, extra fixes into this patch.

  • "Foundations" mission will ask you to recycle marines now. People were getting stuck on that, since the script didn't know about the new marine spawning
  • Radial bars now fade to show gradations of progress and HP
Infested Planet - RocketBearGames
The latest update to Infested Planet is out and here are the new features in it:

New Mission - The Return

The campaign has been extended with a new mission - "The Return" - where you face off against an old enemy. You have some help from your army buddies, but you'll have to rescue them first.

This mission steps up the difficulty a bit, by introducing the Guardian mutations to the scripted campaign. You're going to have to figure out how to deal with them.

Fortunately, there's a new technology to help you out.

New Technology - Heli-Drops

In the last update the "Reinforcements" tech was made obsolete by the ability to spawn as many marines as you like. In this update, Reinforcements has been completely reworked.

When you build the tech station, helicopters will ferry your respawning marines to the front lines. Instead of having to walk from your territory, they'll be dropped right into battle. This can be incredibly useful if your team is being killed quickly and needs fast reinforcements. You can keep up the pressure on the guardian hives and stop them from regenerating.

The price for this useful tech is 5 BP and an ammo cost every time a helicoper drops off marines. This means that you can't fight a rolling battle forever - eventually you'll run out of resources.
Infested Planet - RocketBear
The latest update to Infested Planet is out and here are the new features in it:

New Mission - The Return

The campaign has been extended with a new mission - "The Return" - where you face off against an old enemy. You have some help from your army buddies, but you'll have to rescue them first.

This mission steps up the difficulty a bit, by introducing the Guardian mutations to the scripted campaign. You're going to have to figure out how to deal with them.

Fortunately, there's a new technology to help you out.

New Technology - Heli-Drops

In the last update the "Reinforcements" tech was made obsolete by the ability to spawn as many marines as you like. In this update, Reinforcements has been completely reworked.

When you build the tech station, helicopters will ferry your respawning marines to the front lines. Instead of having to walk from your territory, they'll be dropped right into battle. This can be incredibly useful if your team is being killed quickly and needs fast reinforcements. You can keep up the pressure on the guardian hives and stop them from regenerating.

The price for this useful tech is 5 BP and an ammo cost every time a helicoper drops off marines. This means that you can't fight a rolling battle forever - eventually you'll run out of resources.
Infested Planet - RocketBearGames
It's time for yet another Infested Planet update! This one has a lot of gameplay changes. The biggest one is that you can now increase your team size as much as you want by spending BP. The BP cost increases each time, but you can get pretty large teams by the end of the game.

Another big change is that failing campaign missions now gives you partial cash reward. This way you get something if you almost beat a mission, but fail at the last moment. Hopefully this bonus cash allows people to upgrade their team and try again after being licked.

Custom maps include a new raid mode - this is just like the one in the campaign, but you can tweak it yourself now. Oh, and I added a presets page for selecting existing difficulty levels for custom levels. That way you're not always starting with Abyss as a base. For those of you who like to turn up all the dials to 11, the maximum BP cap is now 999.

I've also spent some time rebalancing a couple of mutations. After thinking about it, I didn't like how brutes shut down all bullet weapons. They didn't just make bullets less effective - reflection meant that you had to switch to flamethrowers ASAP. After the change brutes still fill the same role, but they won't cause all bullet classes to kill themselves. Because of the brute change, I also changed the way Calcification works - it creates giant trails of barriers now. Finally, there's a new mutation - Reflection - that makes barriers reflect bullets. It's only on at Abyss mode, if you like that sort of difficulty.

Finally, guardians have been hit by the nerf stick a little bit. They now get hit harder by scouts (whom they can't see any more) and siege cannons. Grenades are more effective towards them as well. This should give you more options in dealing with them.

MAJOR
  • Added campaign payment dialog and failed mission payments
  • Added unlimited marine spawning and UI for it
  • Added raid mode to custom maps
  • Added presets to custom game mode
  • Increased maximum build points to 999
  • Added a new hive tower layout, radially clumped instead of mixed
  • Made engineering reduce damage by 4x to buildings (and increase shield projector duration by 2)
  • Made guardians less likely to flee with more regeneration trips
  • Removed guardian scout-detecting ability
  • Made guardians more vulnerable to sap damage
  • Made guardians more vulnerable to blast damage
  • Changed Calcification mutation to spawn barriers along swarm paths
  • Added Reflection mutation that makes barriers reflect bullets
  • Changed brutes to spawn barriers on death instead of bullet reflect

MINOR
  • Tweaked respawning to prefer proximity to main team
  • Made double-click attack move an option
  • Fixed crash with custom mode if there are initial mutations with an empty queue
  • Removed Wild Mutation
  • Fixed crash with Abyss raid missions
  • Fixed typo for Crow's Neck mission
  • Fixed skirmish and custom mode UI reaction to video mode switches
  • Fixed text entry on non QWERTY keyboards
  • Fixed bug with Burrowing Hive in Raid missions
  • Fixed music switching in custom mode menu
  • Made GL 2.1 an optional requirement
  • Fixed email address validation

TECHNICAL
  • Disabled window icon, since it stopped working with SDL2
  • Fixed inplace button response to mouse in/out events when disabled
  • Deleted SDLMain.m - not needed in SDL2
  • Did some research into multiplayer prospects (it's still hard)
  • Added ability to specify mutation pre-requisites
  • Fixed lua CallFunction issue
  • Added ability to drop shadow on text
  • Added shadow to some UI text
  • Added CSV exporter to metrics
  • Changed event sort order for sharing server report
  • Reduced the number of indexes for event table
  • Added remote_api access point to sharing server (for bulk loader)
  • Switched to SDL2 for OSX
  • OSX compile fixes
Infested Planet - RocketBear
It's time for yet another Infested Planet update! This one has a lot of gameplay changes. The biggest one is that you can now increase your team size as much as you want by spending BP. The BP cost increases each time, but you can get pretty large teams by the end of the game.

Another big change is that failing campaign missions now gives you partial cash reward. This way you get something if you almost beat a mission, but fail at the last moment. Hopefully this bonus cash allows people to upgrade their team and try again after being licked.

Custom maps include a new raid mode - this is just like the one in the campaign, but you can tweak it yourself now. Oh, and I added a presets page for selecting existing difficulty levels for custom levels. That way you're not always starting with Abyss as a base. For those of you who like to turn up all the dials to 11, the maximum BP cap is now 999.

I've also spent some time rebalancing a couple of mutations. After thinking about it, I didn't like how brutes shut down all bullet weapons. They didn't just make bullets less effective - reflection meant that you had to switch to flamethrowers ASAP. After the change brutes still fill the same role, but they won't cause all bullet classes to kill themselves. Because of the brute change, I also changed the way Calcification works - it creates giant trails of barriers now. Finally, there's a new mutation - Reflection - that makes barriers reflect bullets. It's only on at Abyss mode, if you like that sort of difficulty.

Finally, guardians have been hit by the nerf stick a little bit. They now get hit harder by scouts (whom they can't see any more) and siege cannons. Grenades are more effective towards them as well. This should give you more options in dealing with them.

MAJOR
  • Added campaign payment dialog and failed mission payments
  • Added unlimited marine spawning and UI for it
  • Added raid mode to custom maps
  • Added presets to custom game mode
  • Increased maximum build points to 999
  • Added a new hive tower layout, radially clumped instead of mixed
  • Made engineering reduce damage by 4x to buildings (and increase shield projector duration by 2)
  • Made guardians less likely to flee with more regeneration trips
  • Removed guardian scout-detecting ability
  • Made guardians more vulnerable to sap damage
  • Made guardians more vulnerable to blast damage
  • Changed Calcification mutation to spawn barriers along swarm paths
  • Added Reflection mutation that makes barriers reflect bullets
  • Changed brutes to spawn barriers on death instead of bullet reflect

MINOR
  • Tweaked respawning to prefer proximity to main team
  • Made double-click attack move an option
  • Fixed crash with custom mode if there are initial mutations with an empty queue
  • Removed Wild Mutation
  • Fixed crash with Abyss raid missions
  • Fixed typo for Crow's Neck mission
  • Fixed skirmish and custom mode UI reaction to video mode switches
  • Fixed text entry on non QWERTY keyboards
  • Fixed bug with Burrowing Hive in Raid missions
  • Fixed music switching in custom mode menu
  • Made GL 2.1 an optional requirement
  • Fixed email address validation

TECHNICAL
  • Disabled window icon, since it stopped working with SDL2
  • Fixed inplace button response to mouse in/out events when disabled
  • Deleted SDLMain.m - not needed in SDL2
  • Did some research into multiplayer prospects (it's still hard)
  • Added ability to specify mutation pre-requisites
  • Fixed lua CallFunction issue
  • Added ability to drop shadow on text
  • Added shadow to some UI text
  • Added CSV exporter to metrics
  • Changed event sort order for sharing server report
  • Reduced the number of indexes for event table
  • Added remote_api access point to sharing server (for bulk loader)
  • Switched to SDL2 for OSX
  • OSX compile fixes
...