It's holiday time Sipho homeland, but we have kept our inertia and got a decent bugfix update rolling. Thanks to our players reporting bugs on Discord we had a chance to quickly fix non-intuitive range stat effects and uncover a rare bug with soft body deformations.
In the meantime we are working on Halloween contest winner zooid Soul Eater which concept was drawn by Scepti and rendered by our artist Spin: The inner red sack will expand with each charge to fill up the bone cage. The render shows fully charged Soul Eater.
And these are changes that make up this version:
Version 0.5.7
Add non-festive version of Santa Hat and use it off-season
Don't scale winter zooid through graphics animations
Make Sizzler linearly scale max affected target count with range
Stop NaN propagation in soft body when there are almost no deformations for symmetric Siphos
Add light pulsing to mines so they feel more live just after being spawned
Scale mine and bomb size with range increase
Increase Poison mine velocity increase for each range unit from 0.375 to 0.9
Silently destroy pool objects if pooling is disabled
Fix level end analytics not using level label
CreateFollowEffect removes following effect on disable
Slightly reduce soul eater range
Some Grinder serialization
Some soul eater tweaks
Experimenting with a Grinder zooid that buffs damage similar to greaser
Add a trail to the soul eater projectile
Fix exceptions when loading a game with controller bindings for skills but no controller plugged in
Fix any potential Sipho null refs in Growth
Poorly integrate soul eater graphics
Soul eater tweaks and fixes
Reserialize sniper projectile
Projectiles can now be set up generically and launched by the launcher
Experimental projectile rework to fit into object launcher
We are happy to bring you this update with features you have been asking for. Pushing "build" button feels like wrapping a Christmas present.
First one of happy things is that Aquarium will now be available from the start, without having to beat the second boss. It was designed to be a milestone in progressing in the game. Since introducing Aquarium we have added an additional breed and 4 zooids. That acts as progression counter and gives enough goals. Additionally one of Aquarium purposes is training to play with different zooids and learning game mechanics in safe environment. Having that locked behind killing moderately hard boss has cut-off many new players and required the to learn Sipho the hard way.
The second thing should be exciting for experienced players - bosses will now drop two zooid pickups one of which you will be able to choose by consuming. We feel like the zooid pool is large enough to provide a strategic choice without sacrificing replayability. This should allow guiding your zooid inventory towards more synergetic composition.
The third thing is a little festive surprise. Let us know how your wear it!
Controller and keyboard-only support is now considered to be fully functional, without need of using mouse. Happy couch gaming!
And here is the glorious change list:
Version 0.5.6
Festive things
Push away zooids when zooid unlock is being spawned so it's harder to pick it up by accident
Fix Layout Browser layout being broken in builds
Fix ambient bubbles not respecting emit interval
Add ambient bubble spawning based on obstacles
Tweak down bubbles a bit
Only reset adapted Zooids when starting Campaign game
Do not show dialog upon killing Queen boss and unlocking Aquarium
Improve Muck effects
Buff muck slowing by 50% and decrease skill cost by 50%
Add ability to spawn effect on when buffs
Add default zooid sprite importer preset
Soul Eater part sprites
Fix Layout browser being not browsable
Use RectMask2D and separate canvas to optimize layout browser layout and rendering with many entries
Move save/import layout buttons to the left side of the Layout browser.
Tweak layout browser image sizes
Show nothing selected when no layout is selected in layout browser
Fix aquarium game save leaking into campaign mode
Make Layout Browser scale Layout entries to fit UI space
Added a killpoint component and taught siphonophores to use it. SoulEaters now use it to collect points individually
Fix zooid growth element not being selected from first entry when using zooid type hotkeys
Improve Layout Browser layout to be more compatible with button-based UI navigation
Only select zooid growth button when directional input was used instead of forcing it to be always selected
Fix selecting zooids to grow through category hotkey when there is only a single zooid to grow in a category
Integrate bubbles into a couple of in-game effects to get a better feeling of how it all looks
Place zooid ghost at mouse position when mouse has recently been used
Enter GrowZooid module whenever zooid growth UI element is used
Update muck debuff asset
Add a super basic SoulEater zooid prototype that scales range depending on regeneration points
Muck applies debuff where possible
Make bubbles a lot more subtle
Improve game over ui controller friendliness
Don't insta-beat the game lol whoops
Improve game win dialog controller friendliness
Game end/over UI buttons selected for controller
Fix an issue where the growth hotkey would be shown as a keyboard shortcut instead of a gamepad one
I guess more gameplay UI scene updates since I forgot to save last time
Added a GameKeyImage that can make the text into the current gamekey binding
Together with movement type report gamepad usage as well
Add analytics of which zooid has been chosen and skipped in boss fight
Do not require Queen boss achievement to play Aquarium
Do a little dead-zooid-sweep when spawning zooid unlock consumable
Spawn effect for zooid unlock consumable which was despawned
Improve zooid unlock consumable spawn effect
Make food eaten particles less affected by external forces
Add zooid unlock spawn effect
Controllers can now be rebound and their bindings are saved/loaded. The core of controller support is finally done #party #timeToFixAllDaBugs
You can now see the primary and secondary bindings in the options menu
Boss battles now give you a choice between two random zooids
Fix ui events happening during rebind operations
Simplify ui selection logic in MenuUI
Fix rebinding not working correctly for non-first controllers
Use controller-specific keys when reading their input and support multiple controllers for skills
Controller input is now handled in a separate class
Nutrition UI uses beautified button text instead of displaying the default ToString
Make sure every game menu has a button selected, otherwise the controller will lose control
RebindUI now constantly reset UI input while active and also has a single frame delay before reading any input for rebinding. This should prevent any instant rebinds to the "A" button
Reset input axes after rebinding as well
Add stricter deadzoning for RebindUI
InputManager now uses the new APCButton for stuff
Started work on APCButton which will handle all the deadzone and other fancy logic for us
Greetings! It's time for another bi-weekly Sipho update!
We are experimenting with a major scoped improvement which is allowing to visit different breed zones in other than current order. Replaying the game should be much more enjoyable as you could start the game in Cra'than zones and finish the game just after fighting against beefier Seanus. In addition, if we give you ability to choose which zones to visit first, this would enable more strategic choices whether or not you would like to fight against weaker Buginis now or in later stages. We will keep you updated on our outcome of this experiment in our further updates!
While these experiments are happening in a separate branch some changes have slipped through the cracks to reach you:
Version 0.5.5
Add several cheap Cra'Than built-in layouts
Add an unused rising bubbles effect
Some improvements to the perspective shader
Add a shader that's capable of doing perspective, sort of
Update Utilitarian achievement to only start checking after first level
Clamp minimum camera size to 0.1 so it doesn't crash everything
Limit pusher effect sound count to 3
Add Zooid Top sorting layer and fix Muck sprites being badly ordered
Prevent head selection from attempting to load save with empty layout
Do not lock cursor to hovered object when using aquarium eraser with relative input - fixes locking controller simulated pointer in place
Hide all aquarium sub-menus when closing Aquarium - fixes possibility to enter bad UI state when opening Growth mode from Aquarium
The dust has settled after our participation and GameOn. We have wrapped up improvements we made for the expo in this update.
One of features of this update is an important one for all new-coming players. We need to have as good as possible first impression, so we have re-done the tutorial level. Tutorial steps have now been laid out in a less "conceptually challenging" order. It now starts with basic movement teachings which leads to growing a single zooid and using Dash skill. Then player is blocked by a rock which requires using combat skills and ends with telling how to modify your Sipho layout. Still, the tutorial is not ideal as we have seen with our eyes. Expo players have shown difficulty finding out how to grow their Sipho and some dialog-popups are still heavy with text. We will be continuing to improve it in future versions.
To ease post-tutorial playthroughs, we now also spawn your Sipho with pre-made layouts. Starting layouts are uniquely designed for each breed taking starting nutrition and how breed movement works into account. We hope this will help aligning new players with how we expect the game to be played - no more growing 5 structures in your first playthrough. Although that should still remain a possibility and would be fun to explore. Either way, as a consequence, this change will speed-up replays for veterans making zooids pre-grown.
In past few months we had reports of mysterious few second freezes of the game which would end with player Sipho being damaged. We believe we have found the culprit of said freezes and have attempted to fix the issue. It was a specific case of quadratic soft-body solver used only on player Sipho for extra detail. The detail was too subtle to risk numerical instability so we have improved general linear solution and now apply it on player Sipho as we do on any other Sipho. In addition to that, we have also added a bit more event logging of the game. If you ever encounter any kind of game mishap - please let us know in Bug Reports thread and upload your player log. We want you to have as much fun as possible!
And the ethereal changenotes, giving a glimpse into our development, are listed below:
Version 0.5.4
Report when siphos are created and killed
Don't log achievement unlocked when it has been already unlocked
Hide tutorial text when skipping tutorial
Cleanup deformable and fix teleporting old position when last remaining zooid is removed
Add TIC to credits for supporting our discord server
Fix having multiple cursor controllers spawned when going in and out of gameplay
Do not track player sipho with sonar
Limit sonar indicator size to 2x canvas size.
Make deformable more robust and decrease physics drag to compensate movement penalty
Use only linear soft body matching for all siphos
Fix zooids getting disconnected when repositioned in growth after game load
Always use linear soft body solver instead of quadratic
Do not allow NaN propagation in Deformable code
Add more debug options to physics menu
Add physics development menu
Added some logging for player death related happenings
Added a logging helper class for all kinds of logging
Move meshes to mesh folder
Fix one rock in tutorial
Display controller-relevant tooltip when ungrowing zooids
Color zooids red when in ungrow mode with controller
Tweak xbox controller icon sizes
Make tutorial blips show controller related help
Add movement help dialog image
Have camera zoomed out a bit more by default
Make tutorial dialog text input agnostic
Append all layout loading messages to a single message
Simplify combat zooid task text
Stop rotating the player if the right stick is released
Increase skill binding text size
Increase global TMP xbox image scale
Don't glow growth ui elements if we're not growing
Make tutorial prettier
Fix sipho icons TMP asset not being properly set up
Show correct dialogs and fix flow of tutorial
Fix off-by-one error in growth
Add callback to Interactive Area when it is entered
Add right trigger to default gamepad skill binds
Change Tutorial to require growing Movement zooid instead of structure
Add currents to force player to grow a movement zooid in Tutorial
Spice up the presentation power user
Fix whirlpool help text color
Ungrow any zooids when entering tutorial
Directly return UIModule stack instance in BuildUIManager
We are bringing our latest controller support changes into the main game - Steam [controller-support] branch is no more! This means most of the game is now fully playable with controller - from start to finish.
Some controller-related things are still missing which we will add and improve current solutions in further updates. Known limitations are:
No way to rebind controller keys
No way to change your Sipho layout by moving grown zooids - you will have to ungrow and re-grow them
Mouse-wheel camera zoom does not have a controller counterpart
Sit back on your couch and let us know how it feels to play with controller! ːlunar2019piginablanketː
We have mentioned that controller support was important to us because we might have had an opportunity to participate in a gaming conference. And we do! We will have a booth at Indie Town of GameOn on November 16-17th. We are very excited to see how people are going to play and we hope to hear your Sipho stories in person. Come chat with us!
And the long and awesome list that brought you this alternative way to play:
Version 0.5.3
Don't try to rebind the confirm button (not supported by us at the moment, since uGUI uses old input).
Use text mesh pro for showing rebind option UI
Fix freeze when leaving growth mode and also starting some growth-specific module action at the same time
Fix zooid growth preview appearing over mouse instead of over the target growth points
Fix up and clean up GrowZooid update logic
Switch on Controller as primary instantly after receiving input instead of 10 seconds
Auto select first enabled growth sidebar zooid UI element when current one gets disabled
Don't camera shake camera and rumble controller when progressing - that was unnoticeable anyway
Use layout indices for discarding invalid growth points
Don't generate growth points around dead zooids
Use Breed asset to define starting zooid inventories. Store Inventory on Siphonophore rather on Head zooid
Reference breeds from Zooids and not other way around
Add breed definition as separate asset
Don't try to initialize from an empty/null inventory
Add SiphoIcons TextMeshPro atlas for all icons Sipho. Usage example: <sprite="SiphoIcons" name="nutrition">
Use native environment templates for each breed in head selection
Don't re-randomize inventory when loading enemies from a game save
Make it impossible to save Sipho layout with incorrect indexes
Save inventory for every sipho, not just the player
Better logic for selecting the next growth point
Choose a nearby position for the next potential growth after growing a zooid instead of doing it at random
Instead of trying to do some fancy growth logic in GrowZooid, use the existing growth logic inside BuildElementUI (this fixes sounds not playing when growing)
Added big brutes for bug and bone levels as well
Don't try to do screenshake in growth mode
Show ungrow zooid key when selecting zooid
Growth UI modules provide info on what they do
You can now switch to skill editing/ungrowing from any UI module and you also get some helpful text that says what can you do
Naming your sipho will no longer trigger every single hotkey
Screenshake rumbles controllers
Change the blood particle texture to something that has more texture
Some more prefab updates
Controller now vibrates when you tell it to
Rebind UI uses text mesh pro
Move out some of the beautification code into the StringBeautifier
Save some reserialized prefabs
Add SystemCallbacks that allows subscribing to Updates happening from unity
Fix camera getting stuck in boss fight
Increase skill UI key binding size
Provide xbox images when returning a beautified string if possible
Skill UI text uses text mesh pro
Push some changed files
Use menu toggle to cancel rebinding so that you could rebind some skill to the button 'b'. Also improve the input manager string beautifier a bit to return controller bindings when needed
Offset controller images by a little
Add a place for UIModule-specific controller help text
Show the button for entering/leaving growth mode
Swap keys for ungrowing and editing skills
Show key for editing skills
Update xbox controller sprites and integrate them into controller only text
Add experimental text for editing skills
Add xbox button images
Added text mesh pro
Add a ControllerOnlyUI script for showing... erm... controller only UI
Add a method for checking if the gamepad is the primary control device
Fix controls locking up when quickly mashing enter when rebinding
Forgot to add outline sprite
Add selection outline to skill UI
Reset navigation state when popping ZooidInfoAndUngrow
Change and add new keys for doing growth things. You can now edit skills with keyboard/gamepad
Fix extra zooid selection throwing errors when navigated with input keys while there are no extra zooids
Report when poolable is destroyed because it didn't have an original
Fix Spike Zooid background not being pooled properly
Fix nutrition icon in Aquarium enemy spawn menu
Add flashes to powerup pickup effects and fix their colors
Properly re-select UI elements. Fixes Aquarium elements not being highlit when re-entering Aquarium mode
Make gamepad twinstick less twitchy
If you're using a gamepad, you will get gamepad bindings for skills
There is no longer a dedicated button for switching movement on the gamepad. Use the settings menu instead
InputManager GetAxis now takes into account the deadzone
Legit twinstick support for gamepads
Aquarium spawning with controller
Do not constantly select deselected object
Fix Layout browser not showing entries
Stop trying to grow when you run out of nutrition for the selected zooid
Update growth points if the target zooid changes
This fixes the bug where the ghost would stay in the corner until you moved the mouse
GrowZooid more directly controls when to override the mouse position for drawing ghosts
Make Aquarium Spawn logic use UIModule stack
Aquarium toggled with north button, menus navigated with shoulder buttons
UIModule driven Aquarium activation
Assert that we don't unpause game more times than we pause
Close Layout Browser when pressing cancel button
Tooltips follow their targets instead of attaching to a static position
Don't use the singleton if we can help it
Add IAddRemoveHandler interface and use if to indicate when a UI module is being pushed or popped instead of doing a weird bool
Show player aquarium menu only when base growth module is active
Deactivate module after popping
Quit Growth module immidiately after growth is toggled - otherwise other modules get pushed to stack
Make layout browser work with UI stack
Fix mouse tooltips also being toggled by the tooltip toggle key
Fix menu opening after leaving growth mode with Esc
Reuse Aquarium UI module for layout browser
Add name property to generic Aquarium UI module
Make tooltip appearance abstract and automatic on selection
Hacky way to exit growth mode after popping the selectZooidToGrow module
UI Module stack deals with Cancel key input instead of all the modules
Growth no longer super aborted if you press escape
Typo
Remove/replace a few old inputs with the new input manager
Add tooltips for SelectZooidToGrow (or maybe we could just do it in the UIModuleStack ?)
Fix tooltips not toggling correctly
ZooidInfoAndUngrow now correctly handles UIButton changes after a zooid is ungrown
Fix an issue where left-clicking a zooid would ungrow it
UIModuleStack remembers and restores the previously selected UI element when pushing/popping modules
Added comments about when each UIModule method gets called
Don't toggle tooltips in non-growth mode
Keyboard/gamepad overriden tooltips can be toggled on/off with a special key
Show tooltips of the selected zooid
Push the required new GameKey, whoops!
You can now enter zooid info and ungrowth mode while in the growth menu by pressing 't' or the north dpad button (subject to change)
Abort zooid info and ungrow module if the mouse moved
Rename UngrowZooid to a more broad ZooidInfoAndUngrow
Slightly rework tooltip instance to have better API
Zooid ungrowing emulates PointerEnter/Exit events on ZooidButtonUI
Use polymorphism in BuildUIManager because we can
Simplify Aquarium Menu UI module
Add Debug Menu entry for UI module stack
Fix null reference exception in GrowZooid
Do not open aquarium menu when player controls are disabled (for example game menu is open)
Aquarium UI module WIP
Added a very barebones ability to ungrow zooids with the controller
Re-activate the older module after the popping the newer module
GrowZooid ui module pops itself if there is no active ui element or if the cancel button is pressed
BuildUIManager pops zooid selection module when leaving growth mode
SelectZooidToGrow module now uses GrowZooid module if a zooid becomes selected
BuildUIManager uses SelectZooidToGrow when enabled
Use InputManager for determining when to use the mouse or keyboard/gamepad for growing
GrowZooid now uses the zooid ghost for previewing build locations
Add a UIModuleStack to gameplayUI
You can now grow zooids by using the keyboard/gamepad
Use the GrowthUtility CircleColliderRadius where needed in GrowZooid
Make FindNeighbors a GrowthUtils function instead of being a part of BuildElementUI
Growth points can now be iterated via the automatic UI navigation
GrowZooid updates growthPointUI elements as the structure changes
GrowthPointUI is now poolable
Growth points are stored in a list once again + angle bugfix
It was really interesting to see what creations you are going to create in such short time. In total, we have received 10 submissions on Steam and our Discord server. For those who have missed the event - it was a drawing contest of Halloween themed Zooid. And the winner would get his or hers Zooid design re-drawn and brought to life in the game itself! We are happy to announce the first place of the contest:
"Soul-Spawner" by Scepti
Our team really loved the idea of using fallen enemies as ammo and the overall design fit Halloween theme perfectly.
Runners-up:
"Scythe" by Iztacmizton
Beautiful renders in an impressive three-zooid entry of which we most liked Scythe design. It could invoke interesting Sipho design choices while keeping minimal melee distance in mind.
"Evolver" by Araylie
A nice render by Araylie, The Evolver species has a bold idea of storing surplus nutrition as passive buffs.
We will add "Soul-Spawner" to the game in the near future, so keep an eye for it. The match-up was close, thus we have decided to award runners-up with Sipho steam keys as well!
Thank you everyone who participated in our first, but not last, drawing contest!
Grab a pen or just open up MS Paint, sketch your crazy idea for a creature part, and then share it with us. Best idea will be remade by our artist and put inside our game Sipho.
You don't have to be a professional artist to participate in this event. A basic doodle on a napkin is enough for us to make it into a proper game asset. Anyone can participate. Although if you haven't played Sipho before, be sure to check videos or screenshots to get familiar with its world and creatures.
Basic guidelines:
Must fit inside a circle, but doesn't have to fill it all up
Fitting to Sipho's world- organic elements that are influenced by real world.
Shooting, moving, or mind control- write down what it does. Even better if you can draw it
Halloween themed- spikes, fangs, exposed internal parts. Make it creepy
Post it on Sipho's Artwork section. If you can't post it there, leave a comment with a link here or post it on our Discord
Have fun!
Our team will pick the best one right after the end of this event. Top three artists will also receive a Sipho Steam key!
While working on controller support we have fixed several issues and made some improvements to the game - both performance and visual. Each fix is listed in the changedlog of Version 0.5.2 below!
As development goes on, we want to bring an additional Sipho version - a special Controller-support enhanced build which includes more drastic changes to allow full utilisation of controllers. We are not ready to publish these changes to everyone who has not deliberately opted-in so we decided to publish that in a beta branch in steam. You can opt-in for controller-support build in Sipho properties in your Steam library: Currently ungrowing and repositioning zooids is not possible using controller. We will be fixing that and improving usability in future updates. Let us know what you think about playing the game with a controller!
Version 0.5.2
Fix extra zooid selection throwing errors when navigated with input keys while there are no extra zooids
Report when poolable is destroyed because due to not having an original
Fix Spike Zooid background not being pooled properly
Fix nutrition icon in Aquarium enemy spawn menu
Add flashes to powerup pickup effects and fix their colors
Properly re-select UI elements. Fixes Aquarium elements not being highlit when re-entering Aquarium mode
Fix Aquarium sounds being paused in Aquarium
Add sanity check for Greaser Renderer Cloner erroring out
Handle loading more defined inputs than we know about
Cache postprocessing values which otherwise allocate GC memory
Improve performance in Aquarium - prevent UI from rebuilding itself each frame
Do not recreate all Zooid buttons on every structure change
Unparent zooid connectors when zooids are about to be destroyed. This prevents connectors from being destroyed
Set icon of enemy size Aquarium option
Fix camera jumping around when switching between Growth and Aquarium modes
Do not update lost zooid ghosts while not in growth mode
Only create/remove changed zooid overlays instead of all and on every structure change
Only mutate enemy inventories if the queen has been defeated
0.5.2 + Controller Support
Forgot to add outline sprite
Add selection outline to skill UI
Reset navigation state when popping ZooidInfoAndUngrow
Change and add new keys for doing growth things. You can now edit skills with keyboard/gamepad
Fix extra zooid selection throwing errors when navigated with input keys while there are no extra zooids
Report when poolable is destroyed because it didn't have an original
Fix Spike Zooid background not being pooled properly
Fix nutrition icon in Aquarium enemy spawn menu
Add flashes to powerup pickup effects and fix their colors
Properly re-select UI elements. Fixes Aquarium elements not being highlit when re-entering Aquarium mode
Make gamepad twinstick less twitchy
If you're using a gamepad, you will get gamepad bindings for skills
There is no longer a dedicated button for switching movement on the gamepad. Use the settings menu instead
InputManager GetAxis now takes into account the deadzone
Legit twinstick support for gamepads
Aquarium spawning with controller
Do not constantly select deselected object
Fix Layout browser not showing entries
Stop trying to grow when you run out of nutrition for the selected zooid
Update growth points if the target zooid changes
This fixes the bug where the ghost would stay in the corner until you moved the mouse
GrowZooid more directly controls when to override the mouse position for drawing ghosts
Make Aquarium Spawn logic use UIModule stack
Aquarium toggled with north button, menus navigated with shoulder buttons
UIModule driven Aquarium activation
Assert that we don't unpause game more times than we pause
Close Layout Browser when pressing cancel button
Tooltips follow their targets instead of attaching to a static position
Don't use the singleton if we can help it
Add IAddRemoveHandler interface and use if to indicate when a UI module is being pushed or popped instead of doing a weird bool
Show player aquarium menu only when base growth module is active
Deactivate module after popping
Quit Growth module immidiately after growth is toggled - otherwise other modules get pushed to stack
Make layout browser work with UI stack
[Experimental] restore selected UI element after mouse click
Fix null ref exception when exiting play mode with growth mode open
Fix mouse tooltips also being toggled by the tooltip toggle key
Fix menu opening after leaving growth mode with Esc
Reuse Aquarium UI module for layout browser
Add name property to generic Aquarium UI module
Make tooltip appearance abstract and automatic on selection
Hacky way to exit growth mode after popping the selectZooidToGrow module
UI Module stack deals with Cancel key input instead of all the modules
Growth no longer super aborted if you press escape
Remove/replace a few old inputs with the new input manager
Add tooltips for SelectZooidToGrow (or maybe we could just do it in the UIModuleStack ?)
Fix tooltips not toggling correctly
ZooidInfoAndUngrow now correctly handles UIButton changes after a zooid is ungrown
Fix an issue where left-clicking a zooid would ungrow it
UIModuleStack remembers and restores the previously selected UI element when pushing/popping modules
Added comments about when each UIModule method gets called
Don't toggle tooltips in non-growth mode
Keyboard/gamepad overriden tooltips can be toggled on/off with a special key
Show tooltips of the selected zooid
Push the required new GameKey, whoops!
You can now enter zooid info and ungrowth mode while in the growth menu by pressing 't' or the north dpad button (subject to change)
Abort zooid info and ungrow module if the mouse moved
Rename UngrowZooid to a more broad ZooidInfoAndUngrow
Slightly rework tooltip instance to have better API
Zooid ungrowing emulates PointerEnter/Exit events on ZooidButtonUI
Use polymorphism in BuildUIManager because we can
Simplify Aquarium Menu UI module
Add Debug Menu entry for UI module stack
Fix null reference exception in GrowZooid
Do not open aquarium menu when player controls are disabled (for example game menu is open)
Aquarium UI module WIP
Added a very barebones ability to ungrow zooids with the controller
Re-activate the older module after the popping the newer module
GrowZooid ui module pops itself if there is no active ui element or if the cancel button is pressed
BuildUIManager pops zooid selection module when leaving growth mode
SelectZooidToGrow module now uses GrowZooid module if a zooid becomes selected
BuildUIManager uses SelectZooidToGrow when enabled
Use InputManager for determining when to use the mouse or keyboard/gamepad for growing
GrowZooid now uses the zooid ghost for previewing build locations
Add a UIModuleStack to gameplayUI
You can now grow zooids by using the keyboard/gamepad
Use the GrowthUtility CircleColliderRadius where needed in GrowZooid
Make FindNeighbors a GrowthUtils function instead of being a part of BuildElementUI
Growth points can now be iterated via the automatic UI navigation
GrowZooid updates growthPointUI elements as the structure changes
GrowthPointUI is now poolable
Growth points are stored in a list once again + angle bugfix
The dust has settled after 0.5.0 release and we are so far happy with reception of it. We had players stream their progress in our Discord server, chat about their Zooid hunting experience. This was a heartwarming experience. Let us know what you think of the new zooids!
As our Zooid roster grows more luck is required to get a part drop you wish. We are thinking of ways fixing that and for now, we implemented one simple thing that was suggested by a community member. It is that Frakir will now prioritise dropping parts that you have not yet discovered. This will work as an encouragement to beat the game for more experienced players and will not affect the flow of the rest of the game as it is the end boss. This will guarantee that after beating game finite number of times you will discover all available parts.
We have an opportunity to participate in local gaming conference for which we need to do some preparations. To get a good playtesting feedback from attendees we need to have a solid new-player-experience, otherwise new player will be stuck on issues we already know and won't be able to provide deeper insight of the game. That means we will be reworking tutorial level and finishing full controller support. These goals align well with our development plans as both tutorial and controller support are needed for a full game. We will share more details about participating in the conference once we really know we have been accepted to showcase Sipho.
We have already started on controller support improvements in a separate branch, which means that some of the work won't be visible in the changelog until it gets to the main development branch:
Version 0.5.1
Award undiscovered zooid after killing Frakir
Fix Frakir becoming invincible again after growing back a zooid
Fix game not being unmuted when going back to main menu
Make scrolling textures blend options use unity enums instead of hardcoded values
Update material assets to include used shader keywords
Add debug option to teleport things to center of the screen
Make claws appear below zooids so they look better when oversized
Update preloaded shader variants to include zooid dissolve shader keyword
If the longterm progress can't be parsed from json, assume that it's corrupted and start over
If game save can't parse the file from json, assume there is no game save instead of throwing out an exception
Make game save, progression and game file reading and parsing a bit more robust.
The slimy thought-provoking Greaser which buffs neighbouring zooids with range and movement power. It creates an interesting choice between having one, but powerful zooid or many of the same zooid.
The shaky concept-bending Swarmer which spawns little critters that attack their foes and damage everything in their way. It challenges the regular approach to combat by allowing to keep a long distance from enemies but at less direct control of damage.
The swingy motion-dependent Flail which damages everything it touches with its spiky ball loosely connected to the colony. Flail use highly depends on your movement skills as it needs to be flung around at great speeds. It also acts as a good shield.
The hasty projectile-emitting Sprayer which spews out little projectiles and can hurt by touch as well. Sprayer requires high energy efficiency of the colony and good aim.
We are happy to bring these crazy ideas as breedless zooids. You will be able to adapt them from bosses the same way as Ancient ones (Grappler, Sniper, Muck and Energy Leech). We are looking into ways of making that less random. This wasn't a problem when we had less zooids, but now that we have more, we will look into making obtaining zooids more of a choice rather than a lottery.
And the final changes that brought us here are listed below:
Version 0.5.0
Fix Steam loading in built player
Increase Swarmer max critter count to 3 and nutrition cost to 6
Make swarmer icon power-of-two size to not be stretched in UI
Tweak greaser effect
Add angular drag to the tip of Flail to limit it's spinning after getting into twister
Clean up Zooid shader Properties and make Dissolve optional
Move the 4 new zooids out of development and into the game!
Swarmer is now a combat zooid
Tweak greaser effect to resemble a coat of blue jelly
Expose edge detection power parameter and Zooid shader blend parameters
Add environment spikes to Frakir boss arena
Add environment spikes to Cra'than boss arena
Make checkboxes have a checkmark when checked
Make swarmer minions spread out when skill is activated without a target
Kill swarmer minions if they are 2x further than range
Expose Zooid Graphics Transform and make connectors follow it
Shake Swarmer on skill use
Add some maracas for the swarmer
Update the descriptions of the new zooids and skills and change some of their placement sounds
Fix Steam related things
Add a very rough GrowZooid UI module (still needs a lot of work, pooling, caching and all the good stuff)
Add a placeholder GrowthPointUI
Cleaned up some UI GameParameters. Added a possibleGrowthLocationMarkerUI GameParam
GrowthPoint positions are offset according to the target radius (no longer on the edge of the zooid)
Blueprint no longer exposes key/value dictionary for possible growth points. Instead use GetPossibleGrowthPoints(Zooid targetZooid)