Community Announcements - WeedSavesL1ves
What will be fixed:ːOrbieː

The save and load system will be fixed -

Hard mode from level 8 will be fixed to play the correct levels.

Other Minor fixesːOrbieː
Jun 4, 2016
Waves 2: Notorious - SquidInABox
3.3 brings with it the last Burst Weapon in the form of the Storm Cloud (Better names on a postcard) as well as a Primary weapon balance pass and some changes to the Audio levels.

Primary Weapons
Gauss Rifle
Direct Damage and AoE Damage was a little too high compared to the other primaries. This change also makes the weapon worth overdriving for dealing with the smaller bugs where it wasn't worthwhile before.
  • Damage: 160 / 240 / 304 / 352 / 384 / 480
  • Splash Damage: 80 / 120 / 152 / 176 / 192 / 240

Beam Laser
Having no other utility than just doing damage the Beam Laser was suffering compared to the Machine Gun as they shared the same maximum DPS.
  • DPS: 3.5k / 5.25k / 6.65k / 7.7k / 8.4k / 10.5k

Arc Thrower
The maximum range on the Arc Thrower now benefits from being leveled up with the Overdrive increasing range by 50% over level one.
  • Max Range: 400 / 450 / 490 / 520 / 540 / 600

Plasma Caster
The Plasma Caster was out-performing all other weapons due to it's ability to hit a huge number of enemies with each projectile.
  • DPS: 450 / 675 / 855 / 990 / 1080 / 1350
  • Burn DPS: 250 / 375 / 475 / 550 / 600 / 750
  • Max Burn Stacks: 10
  • Burn Duration: 0.5s
  • All Burn stacks now refresh on application of a new stack.
  • Burn stacks cannot be applied faster than 5 every 2 seconds.
  • Direct Damage now scales to mimic the intensity of the flames. More damage is done where the flame is brightest and almost no damage is done where it's darkest.

Burst Attacks

Storm Cloud
The Storm Cloud rains lightning bolts upon nearby enemies starting with those that have lots of health and hitting up to 3 targets.
  • Adrenaline Cost: 180/s
  • Damage: 1000 / 1500 / 1900 / 2200 / 2400 / 3000
  • Rate of Fire: 0.1-0.3s
  • Max Targets: 3

Audio

I went through all of the audio and tried to balance everything a little better as well as add spatialization and attenuation to a bunch of sounds that were missing it. Music shouldn't clip and voices should be easier to hear. Be aware your volume settings might need to be changed after this patch.

  • Balanced volume multipliers accross all sound cues.
Jun 4, 2016
Waves 2: Notorious - SquidInABox
3.3 brings with it the last Burst Weapon in the form of the Storm Cloud (Better names on a postcard) as well as a Primary weapon balance pass and some changes to the Audio levels.

Primary Weapons
Gauss Rifle
Direct Damage and AoE Damage was a little too high compared to the other primaries. This change also makes the weapon worth overdriving for dealing with the smaller bugs where it wasn't worthwhile before.
  • Damage: 160 / 240 / 304 / 352 / 384 / 480
  • Splash Damage: 80 / 120 / 152 / 176 / 192 / 240

Beam Laser
Having no other utility than just doing damage the Beam Laser was suffering compared to the Machine Gun as they shared the same maximum DPS.
  • DPS: 3.5k / 5.25k / 6.65k / 7.7k / 8.4k / 10.5k

Arc Thrower
The maximum range on the Arc Thrower now benefits from being leveled up with the Overdrive increasing range by 50% over level one.
  • Max Range: 400 / 450 / 490 / 520 / 540 / 600

Plasma Caster
The Plasma Caster was out-performing all other weapons due to it's ability to hit a huge number of enemies with each projectile.
  • DPS: 450 / 675 / 855 / 990 / 1080 / 1350
  • Burn DPS: 250 / 375 / 475 / 550 / 600 / 750
  • Max Burn Stacks: 10
  • Burn Duration: 0.5s
  • All Burn stacks now refresh on application of a new stack.
  • Burn stacks cannot be applied faster than 5 every 2 seconds.
  • Direct Damage now scales to mimic the intensity of the flames. More damage is done where the flame is brightest and almost no damage is done where it's darkest.

Burst Attacks

Storm Cloud
The Storm Cloud rains lightning bolts upon nearby enemies starting with those that have lots of health and hitting up to 3 targets.
  • Adrenaline Cost: 180/s
  • Damage: 1000 / 1500 / 1900 / 2200 / 2400 / 3000
  • Rate of Fire: 0.1-0.3s
  • Max Targets: 3

Audio

I went through all of the audio and tried to balance everything a little better as well as add spatialization and attenuation to a bunch of sounds that were missing it. Music shouldn't clip and voices should be easier to hear. Be aware your volume settings might need to be changed after this patch.

  • Balanced volume multipliers accross all sound cues.
Boss 101 - Donley Time Foundation


[size=10pt]Welcome to the latest Boss 101 update![/size]

Phone Calls in the Command Center

We didn’t forget about last week’s update with the Robo Council! They will return soon.

We are here this week to show you some of the latest tech in the Command Center for getting your missions and important information. You might know about the panels in the Command Center for dialog but we have added a new feature to allow you to interact much more with them. You can now take important phone calls when they arrive! Not only that, but the phone machine saves the most recent message for you to listen to again.

Check out some of these swift components. The phone will now ring and you can select it when you are ready. You might not want to wait too long or the message might be lost. So select that ringing phone.



Once you jump into the Command Center area you only need to highlight the phone and hit the action button.



If you look up at the top of the dialog panel we have an indicator to show you what is going on. The idea here is if you are in one of the other main rooms you will see the call and be able to answer the phone. A lot of times when we are putting in features the main question is “How can we make this fun for the player?”



Most every single feature in Boss 101 will advance the story and ideally entertain you while it is happening. The phone system was a logical extension of the way we want you to experience the game. It worked with the current system and when we added in the dialog panels we felt it was a pretty organic thing to make the phone work with it too.

One thing about the dialog panels and the phone system is we can give you a lot more focus on what is important when you are bopping about in the Command Center. Before any of these modifications the messages were somewhat continuous and honestly a bit overwhelming. We are hoping with this addition we can give you a little more breathing room to read and enjoy the messages as well as the rest of the Command Center.



Talk at the Indie IRX 2016 Expo

I (Tim) will be giving a talk at the Indie Game Riot IRX 2016 conference. The best part is it will be online and viewable for you wherever you might be. Check out the link below for more information:

http://indiegameriot.com/indie-revolution-expo/indie-revolution-expo-panels/

Also if you are an independent developer and want to show your game or perhaps host a panel – you can sign up right here:

http://indiegameriot.com/indie-revolution-expo/

Indie Game Riot is a great place and you should give them a look if you haven’t already!

Talk with you soon and remember to live your dreams!

-Tim
Boss 101 - Donley Time Foundation


[size=10pt]Welcome to the latest Boss 101 update![/size]

Phone Calls in the Command Center

We didn’t forget about last week’s update with the Robo Council! They will return soon.

We are here this week to show you some of the latest tech in the Command Center for getting your missions and important information. You might know about the panels in the Command Center for dialog but we have added a new feature to allow you to interact much more with them. You can now take important phone calls when they arrive! Not only that, but the phone machine saves the most recent message for you to listen to again.

Check out some of these swift components. The phone will now ring and you can select it when you are ready. You might not want to wait too long or the message might be lost. So select that ringing phone.



Once you jump into the Command Center area you only need to highlight the phone and hit the action button.



If you look up at the top of the dialog panel we have an indicator to show you what is going on. The idea here is if you are in one of the other main rooms you will see the call and be able to answer the phone. A lot of times when we are putting in features the main question is “How can we make this fun for the player?”



Most every single feature in Boss 101 will advance the story and ideally entertain you while it is happening. The phone system was a logical extension of the way we want you to experience the game. It worked with the current system and when we added in the dialog panels we felt it was a pretty organic thing to make the phone work with it too.

One thing about the dialog panels and the phone system is we can give you a lot more focus on what is important when you are bopping about in the Command Center. Before any of these modifications the messages were somewhat continuous and honestly a bit overwhelming. We are hoping with this addition we can give you a little more breathing room to read and enjoy the messages as well as the rest of the Command Center.



Talk at the Indie IRX 2016 Expo

I (Tim) will be giving a talk at the Indie Game Riot IRX 2016 conference. The best part is it will be online and viewable for you wherever you might be. Check out the link below for more information:

http://indiegameriot.com/indie-revolution-expo/indie-revolution-expo-panels/

Also if you are an independent developer and want to show your game or perhaps host a panel – you can sign up right here:

http://indiegameriot.com/indie-revolution-expo/

Indie Game Riot is a great place and you should give them a look if you haven’t already!

Talk with you soon and remember to live your dreams!

-Tim
Zero Gravity - Neo Red Ent. | Dimitri
Hello Zero Gravity fans,

In this development update, you may watch a video of how the Main Menu has been going and it's new systems such as the input system, language selector, etc. Video link is here.

New:

Input system fully working (Controls)

Fully working Main Menu with ease-of-use to select levels and change game, graphical, audio and input settings.

Russian language is now added to Zero Gravity allowing Russian players to play when the game is released in to early access.

Language selector is now available when starting up the game. If you selected the wrong language, head to the settings on the main menu and navigate to the top section where Gameplay is and there will be a ‘Language Select’ button.

New soundtracks have been included.

Updated:

Motion-capture animations have now been re-created to look more professional and included.

Main Menu music has been updated.

Current works:

The Main Menu is being polished up and currently having Chinese Simplified and Chinese Traditional included in to Zero Gravity.

EVA, Docking and Platformer levels are currently being created with short stories.

Voice acting with subtitles for other languages are being created.

Removed:

German and French languages have been removed from Zero Gravity and may be included after a later early access release.

Loading Screens (Temporary)
Zero Gravity - Dizo
Hello Zero Gravity fans,

In this development update, you may watch a video of how the Main Menu has been going and it's new systems such as the input system, language selector, etc. Video link is here.

New:

Input system fully working (Controls)

Fully working Main Menu with ease-of-use to select levels and change game, graphical, audio and input settings.

Russian language is now added to Zero Gravity allowing Russian players to play when the game is released in to early access.

Language selector is now available when starting up the game. If you selected the wrong language, head to the settings on the main menu and navigate to the top section where Gameplay is and there will be a ‘Language Select’ button.

New soundtracks have been included.

Updated:

Motion-capture animations have now been re-created to look more professional and included.

Main Menu music has been updated.

Current works:

The Main Menu is being polished up and currently having Chinese Simplified and Chinese Traditional included in to Zero Gravity.

EVA, Docking and Platformer levels are currently being created with short stories.

Voice acting with subtitles for other languages are being created.

Removed:

German and French languages have been removed from Zero Gravity and may be included after a later early access release.

Loading Screens (Temporary)
Erwin's Timewarp - jayanam.games
In this update we added this new features and enhancements:



* Nice looking minimap with new overlays
* Keyboard shortccts for inventory and switching players
* Companions are interacting with full animations (example: Urga for the lever in the crypt)
Erwin's Timewarp - jayanam.games
In this update we added this new features and enhancements:



* Nice looking minimap with new overlays
* Keyboard shortccts for inventory and switching players
* Companions are interacting with full animations (example: Urga for the lever in the crypt)
Guardians of Orion (Phase 2) - David James
https://youtu.be/QJUT5-EO7LY
We are getting ready to release the public build of Version 1.5 featuring the FPS Module among many other things! While things are wrapping up I am currently finishing production on some of the Version 1.6 content which has an emphasis on PvP combat and modules!

We are going to launch with two PvP modes incuding MAYHEM and HARVESTER HUNT. Mayhem will use brand new maps that are much larger and vastly detailed. Despite all the detail we are currently getting 60FPS in our early tests with recommended hardware and we are excited to see what you guys think!

We will be holding a private beta as we get closer to test out these modes and we think we have something very special in the works in regards to our PvP!

The Orion Project is $1 on Steam!
http://store.steampowered.com/app/407840

Looking forward to all the uninformed users commenting that we should release 1.5 first before showing 1.6 stuff.
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