Another content loaded update comes to [staging] branch. This time we are happy to finally introduce you to our Halloween contest winner's Scepti designed Soul Eater implementation! And we are also throwing in two new buffer zooids - Grinder and Agonizer!
Grinder will grind down your zooid weapons making them sharper and increasing their piercing abilities. Agonizer imbues nearby zooids with acidic substance which increases their damage. Perfect amp the damage up with Advena structure! And the star Soul Eater charges its pressure up with eaten remains of enemies and blasts remaining enemies with harmful fluids.
We will be tweaking and polishing new zooids before letting out them into the wild (default Steam branch) in future updates. This means that this update will too remain in [staging] branch. To get this experimental content you can opt-in in Sipho preference window found by right-clicking on Sipho in Steam Library:
All of changes that led up to this point are listed below:
Version 0.6.1
Update Soul Eater description
Set Soul Eater projectile layer to Projectile
Rename Advena structure buff to Acidic Metabolism
Make Soul Eater available in Campaign
Change unused Greaser range stat to 0
Rename Phaser to Agonizer. Make Agonizer apply damage increase and make it available in Campaign
Change Grinder effect to apply penetration stat buff and make Grinder available in Campaign
Add Save Custom Data get method with default value override
Only play one shot at a time of Soul Eater shot sound
Soul eater shoot effect and tweaks
Calculate steering direction from projectile rotation if velocity is close to zero
Fix Flail outline and remove angular drag from Flail connector. Now Flail should have no drag at all
Make flail do 50% of damage when retracted.
Do not auto-save layout if layout exists with same content
Add Built-in layouts to Layout Database. Initialize Layout Database on game launch and keep it warm when managing layouts
Better Layout hashing
Keep track of original materials when making copies in Zooid Graphics
Soul Eater animations
Reserialize Buffer zooids
Fix max health debuff reducing more health than it should on apply
We would like to announce a new era of Sipho updates - 0.6.x. This update contains changes to structure zooids which play a major role in balance of the game. As we want to get new content released as soon as possible for testing, it has not been prepared for inexperienced players and might make some parts of the game harder or easier. For this reason, we are only going to release this version in [staging] branch. Once tested and balanced, we will promote next version to default branch, which reaches everyone by default.
If you want to get new content and help us by trying it out, switch to [staging] branch through Sipho properties in Steam Library: After switching you will be greeted with rebalanced structures:
Advena structure now costs 3 (instead of 2) nutrition and increases attached zooid damage by 1 and healing efficiency by 1 - zooids with higher healing efficiency will get more health points from healing effects.
Saenus Beefuorus structure will now automatically cover neighboring zooids with protective shell.
Buginis structure now adds 1 point of energy regeneration to neighboring zooids.
Each Cra'than structure now heals 2 health points (instead of 1) and skill cost is lower, but increases with each zooid.
Vagorian structure gives 10% movement speed bonus to attached zooids.
We hope these changes will make structures a lot more useful and fun to play. Let us know what you think!
You can find changelist below:
Version 0.6.0
Move several test structure prefabs to disabled folder
Make Flail weapon damage based more on impact velocity rather than time
Increase Muck effectiveness against projectiles
Fix Muck animation becoming off-sync when continuously using launch skill
Increase Nervefiber healing amount from 1 to 2
Chitin Shell buff sprites should not be affected by Greaser effects
Despawn environment objects when they sink
New buffers use new sprites
Buffer zooid sprite metas
Tweak Chitin Shell visuals and don't despawn them on level change
Buffer zooid sprites
Where does the sniper piercing keep disappearing?
Try to make flail more fun by reducing its drag and boosting its launch force 20 times. Now you can sort of chase people around with it
Set Greaser sac layer to Outline to make it ignored by Renderer cloner effect
Hide the weird "zarnokas" sprite in the soul eater projectile
Buff soul eater force per range from 150 to 220
I suck at making particle effects, but I'm trying to improve the Grinder particle effect
Projectile size scales from bonus damage
An attempt to make a Grinder effect of some sort
Serialize phaser
Rename spike skill to "Impale" so it's not confused with pierce stat
Slightly robustify shell code from weird states
Shells don't expire and sea structures regrow shells every 7 seconds instead of 6
Fix a bug (feature?) where dead zooids grew shells.
Increased shell lifetime from 16 to 18 seconds and decreased spawn frequency from 4 to 6 seconds to make fighting sea boys less annoying
Alien structure costs 3 instead of 2, but retains the 12 health so it's more robust for the price
Add a regeneration efficiency stat description
Update descriptions for a few structure zooids
Vagorian structure buffs nearby movers with 10% extra movement force
Reserialize the rest of the zooids
Reserialize the two zooids that feel like it
Heal skill uses less energy up-front but uses 5 more energy per-zooid
Fix nothing healing anymore since the regenerationEfficiency got reset to 0 everywhere
Skills can have an extra energy cost per-zooid
Advena structures add a health regen efficiency bonus - heal more with less!
Advena structure buff naming came back to its senses
Shell lifetime extended from 15 to 16 seconds
Saenus Beefuorus structure passively grows a shell over a single zooid every 4 seconds
Fix exceptions when loading a save with a player skill that no longer exists
Advena structure buffs nearby zooid damage by 1
Update Buginis structure description
Make Buginis structure give +1 energy regeneration to neighboring zooids. Decrease their max energy bonus from 10 to 5
With this update we bring several noticeable fixes to input. It will now be possible to bind any input device to any key bind which allows full customisation of key bindings. In the meantime we were working on many different things that will reach you in the future: This is how our Mercurial repository of Sipho development looks like. It allows us to work on game in separate branches, which do not affect the default branch - the one that is shipped to you. While in rest of the branches we can thoroughly test and polish larger changes without slowing down update releases. As is it visible in picture above we are currently actively working on two major things:
Structure zooid rebalance
We want to rebalance structure zooids to make them more useful and have distinct benefits. Having a single zooid grown should be impactful to the play style and this wasn't a case for structure zooids. We have learned from Greaser that neighbour buffs provides an interesting choice and strategic zooid placement. Having that in mind structures will give bonuses to neighboring zooids and other zooids that already had abilities will have their unique ability amplified.
Non-linear levels
In current version of Sipho we are using a list of areas (scenes) which are loaded one after another. That happens in Campaign mode when you traverse the world through whirlpools. This has worked fine since the very beginning of development in 2017. To allow more interesting travels we have to rip out existing system based on list and re-create it in scriptable and more controllable way. This will allow traversing environments in more different order, maybe have a choice or even ability to skip or visit special areas. What we have currently achieved in the levels-nonlinear branch is the base-work for that. Once we are confident that we are able to replicate existing system with new back-end code, we will merge that into default branch and continue working on spicing up level traversal.
Version 0.5.8
Soul eater has a lerp animation for its belly
Soul eater clips its sprite instead of using transform scale
Soul eater uses 1 charge instead of all of them when used
Save ZooidPhaserBuff asset stuff
Reset Sniper penetration to 1
Add penetration stat description
Add a Phaser zooid test prototype that gives nearby weapons penetration
Swarmer uses penetration stat for multiple attacks and swarm minions now tell the owner of their damage
Volter uses penetration stat to increase max target count
Poison uses the penetration stat
Spike uses penetration stat
Added a penetration stat. Soul eater now penetrates all zooids, but deals less damage
Dirty assets after update
Update Unity to 2018.4.14f1
Invert the appropriate gamepad axes to workaround the new input system bug
Finish up the rework
Start reworking the input system to be less rigid and be able to bind anything anywhere
Fix game skipping the head selection screen sometimes
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!