Hey everyone! I have a new game coming out soon (Poosh XL - Wishlist here) so I wanted to dip back into some of my other games and fix issues and make some improvements like usual.
-Updated to a newer Unity Engine version -Fixed all reported bugs -Adjusted some particle effects to be less performance draining and added a few new ones -Implemented a brand new internal leaderboards menu that shows you and the 9 nearest scores without leaving the game window. I also kept a button that links to Steam overlay full leaderboards externally. -Updated the Adamvision logo splash, no more bright white screen, this is the future. -Ensured compatibility on Steam Deck, tested and confirmed working great. Hopefully it gets Steam Deck Verified :)
I hope you continue to enjoy my games, and please check out Poosh XL.
The new city level has been added in this patch. The volcanic cave level that was previously the final level has been temporarily removed, and will make a reappearance as an unlockable level during early access.
This gives a better spread of mission difficulties and wider range of environments for the base levels.
Also in this patch, sound effects have been added to the user interface for a more tactile feel, and some animations on upgrade display for a bit of extra pop (and also so you can't auto-click by accident if it appears when you're spamming the space bar...).
A few of the utility upgrades have been buffed to make them more appealing choices - notably the "Phase Shift Cost" upgrade is now the "Phase Shift Duration" upgrade, extending both the movement speed and invulnerability noticeably.
There's about one more week left before we move to early access, barring any massive bugs. Current intention for the next patch is a rework of the current HUD.
New improved mods are coming to the game. It's now possible to download, install and uninstall mods directly in the game!
MODKIT will be shared in the upcoming week. It has 100% functionality of the game, so you can do crazy stuff with it!
For example:
designing new voxel planets
creating space stations
defining new recipes
adding new devices
overriding game rules
You can already check a new MOD HUB by pressing H in the game!
Please let me know what you think about mods and how important Modding community is for you! Currently CurseForge is the only mod provider, but I am considering adding also a Steam Workshop.
I am working on tutorials and documentation, so that anyone can easily start modifying the game. See you soon where I will share a Modkit with you!
With all these changes, you can now Click Real Fast, in a more refined manner.
Changelog 2023-02-12:
Game - Added more click effects - Added invite button (only for Steam lobby) - Added points indicator (optional) - Balanced cursor costs - Added ability to click real fast during intro
UI - Moved menu buttons - Moved status icons - Changed settings panel layout - Updated music controls - Added regionalized separators for numbers - Added total cursor counter
New Settings - Aspect ratio toggle - Background intensity - Cycle background - Controller speed - Points indicator - Unnecessary music distortion - FPS selector
Technical - Connected controllers now only control when game window is active - Added automatic save backups on version updates - Changed background selections to load as Texture2D, rather than generating Sprites; Greatly improves loading times - Reduced particles for performance increase; In theory, clicking has 66% less of a performance hit now - Fixed multiplayer float/long inconsistency
Miscellaneous - Fixed logos (in-game & Steam store page); The lines weren't straight - Updated cursor; Again, the lines weren't straight O_O
Click Real Fast, causing mouse damage one action at a time
When using Touch Input, you will see a click animation to show when the click has been registered. When holding the click down, the animation will change to let you know when a right click is valid and ready. Dragging too far away at any point will allow you to scroll / do other touch screen dragging stuff, and cancel the right click.
When using Emulate Mouse, you will see a click animation to signify when the click has been registered.
Changes
When using touch input, clicking and holding to initiate a right click will now leave the cursor stationary to allow more precise right clicks.
Bug Fixes
Switching between the left hand and right hand while using Emulate Mouse should no longer click until the second trigger pull. This is consistent with live.
Keyboard should no longer look like snake.
UI should now no longer fail to initialize completely. The local server handling for UI has been made more robust to handle edge cases.
Scrolling with the joystick while using touch input will no longer scroll underneath both touch devices points. The primary touch point will scroll, this is changed by whichever touch point was interacted with last.
Fixed some sliders in the settings menu that didn't work.
Turn on the lights carefully is a disassemble puzzle game that features a recursive mechanics in which the player has to explore micro pieces to connect a circuit and solve the main puzzle.