PowersVR - GMchris
With a big wave of initial bugfixes and suggestions implemented and others coming in the next patch, I've moved to working on the first big content update - namely the Challenge Mode update.

This patch will add a big amount of gameplay and I expect it to go live in March. The biggest addition are seven challenge stages (for all current heroes except Phaser), each tailored to the hero's superpower. The aim of these challenges is to rack up the best high score you can, and will also be the way future heroes are unlocked for the sandbox.

Speaking of future heroes, there are currently two in the works, which will release in the same update as the challenges. I won't be talking much about them here until they are further along in development, but as usual I tried to make them feel very different from the rest of the cast.

One of the best parts of working on these challenges is that putting all characters in a gameplay-rich environment really outlines what works and what doesn't about them. So as I work on each stage, I'll also be refining the corresponding hero. And the first one is Zap the speedster.



Zap is already a favorite among players, but he is still lacking in effects and currently has no sounds. Both of which I'll work on. Additionally people expect him to be able to run on walls, which I've really thought about, but decided against it, because I couldn't answer the question "What happens when the player stops running along the wall?". Looks like I'll have to give this some more thought.

So that's pretty much what's up with development right now. I'll leave you with a sneak peak of Zap's challenge stage. Still working on nailing the aestethic, but I think I'm getting there.

PowersVR - GMchris
With a big wave of initial bugfixes and suggestions implemented and others coming in the next patch, I've moved to working on the first big content update - namely the Challenge Mode update.

This patch will add a big amount of gameplay and I expect it to go live in March. The biggest addition are seven challenge stages (for all current heroes except Phaser), each tailored to the hero's superpower. The aim of these challenges is to rack up the best high score you can, and will also be the way future heroes are unlocked for the sandbox.

Speaking of future heroes, there are currently two in the works, which will release in the same update as the challenges. I won't be talking much about them here until they are further along in development, but as usual I tried to make them feel very different from the rest of the cast.

One of the best parts of working on these challenges is that putting all characters in a gameplay-rich environment really outlines what works and what doesn't about them. So as I work on each stage, I'll also be refining the corresponding hero. And the first one is Zap the speedster.



Zap is already a favorite among players, but he is still lacking in effects and currently has no sounds. Both of which I'll work on. Additionally people expect him to be able to run on walls, which I've really thought about, but decided against it, because I couldn't answer the question "What happens when the player stops running along the wall?". Looks like I'll have to give this some more thought.

So that's pretty much what's up with development right now. I'll leave you with a sneak peak of Zap's challenge stage. Still working on nailing the aestethic, but I think I'm getting there.

PowersVR - GMchris
Today's patch focuses on the charming Whirlwind. The flight superpower has been drastically changed, replacing some of the overkill
anti-motion sickness techniques with effects that are more immersive and fun.

NOTE: This patch also upgrades the version of Unreal, so there may be issues for some players. You may even need to reinstall the application. Please report any issues you may have. I don't think I'll be updating the engine version for a while...

General

* Added a particle effect and sound for activating checkpoints.
* Fixed a bug with white circles appearing on the player's camera.

Whirlwind - Flight

* Sped up flight speed by 20%
* Added wind ambience when flying
* Removed Field of Vision limiter
* Replaced static dust motes with speed line particles
* Whirlwind now moves slower when closer to the ground, making takeoff and flying near ground more natural

Zap - Superspeed

* Temporarely removed Field of Vision limiter.

I also had time to toy around with the art style for the story mode's cinematics. Here's a sample in several stages of progress.

PowersVR - GMchris
Today's patch focuses on the charming Whirlwind. The flight superpower has been drastically changed, replacing some of the overkill
anti-motion sickness techniques with effects that are more immersive and fun.

NOTE: This patch also upgrades the version of Unreal, so there may be issues for some players. You may even need to reinstall the application. Please report any issues you may have. I don't think I'll be updating the engine version for a while...

General

* Added a particle effect and sound for activating checkpoints.
* Fixed a bug with white circles appearing on the player's camera.

Whirlwind - Flight

* Sped up flight speed by 20%
* Added wind ambience when flying
* Removed Field of Vision limiter
* Replaced static dust motes with speed line particles
* Whirlwind now moves slower when closer to the ground, making takeoff and flying near ground more natural

Zap - Superspeed

* Temporarely removed Field of Vision limiter.

I also had time to toy around with the art style for the story mode's cinematics. Here's a sample in several stages of progress.

PowersVR - GMchris
Hey, I focused on getting this save system done by the end of the weekend, and it is! I even threw in checkpoints and death. People like dying, right?

General

* Added a save system, so you dont have to collect all the powers every time you start the game.
* All power tokens are now checkpoints. The last one you visit is active.
* Players can now die, which will instantly transport them to their last checkpoint.

Alloy (Minigun)

* Improved particle effects
* Fixed a bug that would trigger reload twice when you ran out of ammo.
PowersVR - GMchris
Hey, I focused on getting this save system done by the end of the weekend, and it is! I even threw in checkpoints and death. People like dying, right?

General

* Added a save system, so you dont have to collect all the powers every time you start the game.
* All power tokens are now checkpoints. The last one you visit is active.
* Players can now die, which will instantly transport them to their last checkpoint.

Alloy (Minigun)

* Improved particle effects
* Fixed a bug that would trigger reload twice when you ran out of ammo.
Feb 10, 2017
PowersVR - GMchris
First I'd like to thank everyone who submitted their feedback, and helped push the game in the right direction. I think we're on the right track to making it a very intuitive and pleasant experience for all players. The changes from this first patch are as follows:

General

* Ingame hands repositioned to be more in line with real world hand positions

Phaser (Teleportation)

* Increased cast range
* Made the indicator bigger and generally easier to notice

Alloy (Minigun)

* Fixed a bug which let players trigger another reload before the previous one has ended

Dark Prinxess (Laser sight)

* Lowered volume and pitch
* Minor improvements to particles

Whirlwind (Flight)

* Flight speed significantly increased
* Fixed a bug which let players clip into the ground

Fuego (Pyrokinesis)

* Particles improved
* Lowered hit box size and increased projectile speed
* Fixed a bug where the fireballs would explode without colliding into anything

Shield Maiden (Shield)

* Adjusted the angle of the shield, to make the cooldown more visible
Feb 10, 2017
PowersVR - GMchris
First I'd like to thank everyone who submitted their feedback, and helped push the game in the right direction. I think we're on the right track to making it a very intuitive and pleasant experience for all players. The changes from this first patch are as follows:

General

* Ingame hands repositioned to be more in line with real world hand positions

Phaser (Teleportation)

* Increased cast range
* Made the indicator bigger and generally easier to notice

Alloy (Minigun)

* Fixed a bug which let players trigger another reload before the previous one has ended

Dark Prinxess (Laser sight)

* Lowered volume and pitch
* Minor improvements to particles

Whirlwind (Flight)

* Flight speed significantly increased
* Fixed a bug which let players clip into the ground

Fuego (Pyrokinesis)

* Particles improved
* Lowered hit box size and increased projectile speed
* Fixed a bug where the fireballs would explode without colliding into anything

Shield Maiden (Shield)

* Adjusted the angle of the shield, to make the cooldown more visible
Feb 8, 2017
PowersVR - GMchris
Now the real work begins. The first thing you should expect, and that is being actively worked on is a save system so you don't have to collect all powers every time you boot up the game.

More importantly this save system will record your high-scores for the challenges that will be making their way into the game very soon. One for each power. These challenges will also be the key to unlocking future heroes for use within the sandbox.
Feb 8, 2017
PowersVR - GMchris
Now the real work begins. The first thing you should expect, and that is being actively worked on is a save system so you don't have to collect all powers every time you boot up the game.

More importantly this save system will record your high-scores for the challenges that will be making their way into the game very soon. One for each power. These challenges will also be the key to unlocking future heroes for use within the sandbox.
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