Today we're announcing the major feature of the next update besides the new terrain and mod support: Terraforming!
You'll be able to turn the planet's surface into a livable biosphere by changing the plant's environment step by step.
One of these steps is reducing the acidity in the soil. We went through a couple of ideas for this building...
... and in the end focused on a futuristic looking building that combines some of the concepts from before. It processes the and filters soil in a close range next to the building:
We also need to fertilize larger areas and this is where the drone port comes in to spread fertilizer and tend to some of the more inaccessible areas of the map:
Once you've made the planet liveable, there is going to be a variety of different new plants scattered on the surface (don't worry, they will not impede building building placement):
We are still working terraformed map itself as well as more buildings for the terraforming production chain, so stay tuned :)
In other news, it's not enough to just make 3D concepts of the terrain, so we have started work on procedural generation. The dried river is one of the most defining features of the map because of it's size, so that's what we started with:
Our procedural generator allows a variety of different shapes to make the random maps look more natural. It's work in progress, so only representative of the current state we have now not the final look.
And finally I want to thank everyone for the comments and suggestions you leave on these posts and on the forum. We also have bugfixes and performance on our mind of course as well as new features.
As always, Happy playing!
Note: Steam's News post feature was acting up yesterday, so I was only able to post the Friday Dev News on Saturday here. You can also find Friday Dev News on the InfraSpace forum.
Dear Commander, due to technical reasons, the server launch on July 16 will be slightly delayed, we are very sorry for this. It is expected to start at 21:00-23:00 Beijing time.
Update Content: 1. This test will last for 7-14 days, and all game data will be reset. 2. The recharge amount return system is enabled. Players who have recharg in this test will get vouchers equivalent to 100% of the recharge amount, which can be collected in the game email. After the EA version of the game is launched, 150% of the historical recharge amount will be returned (within a limited amount). 3. New commander system: Players will play the role of a commander and go into battle in person; The commander's own level is the same as the Blackguard with the highest level; The commander skill system has been redesigned, and the commander talent system will be opened in the future; The commander does not participate in arena battles; The commander cannot be awankened and has the same equipment system as the Blackguard. 4. Revised resurrection rules When the battle fails, the player can choose to consume the item [Rebirth Ankh] to immediately revive and continue the battle.
If you encounter any issues, welcome to join official Discord channel: CWqhwjVbSk
- Goblin boss will move around more between attacks, making him less static - Changed the Acid Weepers projectile swarm attack, gave him a new attack and changed the arena a bit - Changed it so you can't get to the Goblin boss without Spin Jump - Fixed some misalignment of the MP counter - Changed the graphics of the Returning Contraption gates - Tweaked the SFX of the Dash a tiny bit - Visual changes to the Pause menu - Made it so Bouncy Spore does not despawn off-screen
Back with another week of WIP update of M.A.S.S. Builder! This week, we'll be showing you an updated final version of one of the newer Quarks coming into the game in 0.9.0. As mentioned before, we're trying to add more details, making each of the looked more unique, and attacks in ways that players can feel their character.
Ever wondered who creates all those badass tunes you dance to in SpiderHeck? Anyways guys, those electronic tracks are the exact tracks that, when listening to them, you can’t help but naively believe that you are actually good enough to beat Level 9 in Tiers of Heck.
The credit for the SpiderHeck OST goes to a talented musician by the name of Professor Kliq. He prepared a special video about his take on creating сontagiously good futuristic music. It will be shown at the Save & Sound festival.
Watch it live right here: http://saveandsound.io. July 16th (hint: today), 11AM PDT / 20:00 CEST.
Hey, and don’t forget to wishlist the game too, alright? Thanks.