In a distant corner of the universe, the space rats had developed a particularly pungent and powerful cheese. It was said that one bite of this cheese could make even the toughest of pilots swoon with pleasure.
But what the space rats didn’t realize was that their cheese was causing a cosmic disturbance. You see, the cheese was so potent that it had created a tear in the fabric of space-time. And as more and more space rats indulged in their beloved cheese, the tear grew bigger and bigger.
Before anyone knew it, the tear had become a black hole, sucking everything in its path into its vortex. And as the black hole grew, it began to pull the entire universe into its grasp.
Realizing the gravity of the situation, the space rats banded together to try and stop the black hole. They tried everything from sending in their best pilots to blow it up to offering sacrifices of their precious cheese, but nothing seemed to work.
In a last ditch effort, the space rats decided to do the unthinkable. They would use their cheese to create a new universe. They harnessed the power of the cheese and channeled it into a cosmic explosion. Now the universe is collapsing on itself and will reset in one month!
Dev Notes
Extractors other then space oats shut off, colonies will no longer make purchases to/from player stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
Bases, permanent drones, and the credits on active bots will be lost.
Player ships will not be affected.
If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
Careful not to spawn into the new universe in an immobile ship!
Wild Space will be scrambled and receive a new map shape.
All other layers will have the systems scrambled but contain the same shape.
After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station. You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.
Mouse orbit is enabled on the Middle Mouse Button by default, its inversion is the same as the camera inversion if you want to change that in the controller screen, as is the sensitivity.
Some typos and spelling issues were reported and hopefully fixed
Mouse position is now relative to the Render Texture not the Unity (wrongly) reported Screensize, this with DSL and other higher than native resolutions. This does not fix launching the game with a resolution too high, but rather if it happens at least the mouse should work normally.
Added the keybinding reminders for Photomode to the photomode.
And remember every update is a chance for new bugs or issues, please report any weirdness so I can revert or fix.
Flying of to PAX East tomorrow so this will be the last chance at an update until next monday.
- Improve crosshair with low scale - Fix bug with sniper when you aim you was able to block zoomed - Extract point is now directly on ground - Reduce recoil of AK and AR when you don't aim, add bloom when you full or don't aim
Adventure of Rikka - The Cursed Kingdom - PoorlyDrawnSquid
Hi there, this is the first of, hopefully, quite regular update events I will be creating here on the steam page.
Because I have never written any post like this for the game, the only previous communication has been short video clips on twitter, I thought I would make a detailed post of which stage the game is in and what's left to do.
Characters
Most of the characters has both their pixel art and their neater version that will be displayed in dialog. The picture below is just a test of some of the characters (about half) as a sort of promotional banner.
Enemies and Bosses
Most of the enemies have been created and implemented, although not properly balanced with respect to damage and health.
About half of the bosses has been completed in function but they lack a bit of polish.
The World
The world is about 70% done, filled with items, puzzles and mini games and events. These are the biomes:
Forest
Beach/Coast
Desert
Swamp
Stone Islands
Mountains (Very Incomplete)
Glacial Mountains (not yet started)
The Story
The story is written and for the most part implemented, most of the cutscenes are finished (There aren't that many).
Items
8 out of the 12 planned items have been implemented. Below is a little clip of the axe which can be used to cut, among other things, old tree stumps.
Shards and Orbs of Amulah
The shards and orbs of Amulah are upgrade materials you gain by exploring the world, gather three shards and they will combine into an orb, use your orbs to upgrade your player stats (health, speed, damage) or enhance some of your items.
Quests
A bunch of quests has been implemented and the system on how they work is complete. The GUI might need a bit of a redesign though, but for now it's functional.
The End
This was it for now. I don't go overly into detail on anything because I don't want to spoil the game too much. It has been extended time and time again but I will soon be holding a beta to see what works and not. If you are interested in joining the beta send me an email at mail@poorlydrawnsquid.com and I'll invite you to it when it's launched.
The big part of this Update is actually the Material Editor and all functionality that depends on it - so things are easier now, more things are possible, the Editor now also allows Pasting from the Clipboard (has to be a 64x64 Image, otherwise it will be ingored) and also has an invert button for each Texture Subtype. This basically means, whenever a new Skin is going to be added it's as easy as importing an alpha texture on the right spots, invert it and define the base material and that's it - it's hardly getting any easier than that :)
Sun Mechanic
The other big change in this update is related to the Sun Handling. So a day is still 12h day and 12h night (as it is expected from a tropical island most likely being located somewhere around the equator of a planet. What changed (more detail in the DevLog Subforum) is how the sun is treated as an entity - its no longer a single point but an actual body with a size to it and therefore will already emmit light, even tho being not fully risen over the horizon - also some threshold for the planets curvature is now added, which ultimately results in getting the first rays of light ~30 (game) minutes before the day starts technically (it's still day and everything will react on actual light, be it plant growth or villager movement). This value can be tweaked in the future, I tried to orient them as good as possible to real life conditions
Material Overhaul
Also I reworked A LOT of the existing materials, mainly the crafted ones. They now come in a more detailled manner as some things didn't look very good with the current "pixellook" policy I was following since the beginning of that project. That said, the tools have improved as well in the meanwhile, so it's feasible to get some more detail in. Bear with me if some styles do not really match up yet, I may adapt they piece by piece when it haunts me - but you can always just start up the Material Editor and make your own, no problem :)
We improved urgently some of the things you requested in your recent feedback.
*Small Update v1.2.9 R*
Fixed old issues of the campaign which created various inconsistencies in after-battle damage calculation of ships, affecting their repair or sink status.
Further Battle AI adjustments to fight at more effective ranges.
Further Auto-Design improvement for the AI (In old campaigns the effect of this improvement will apply only in new designs or refits of the AI).
ASW is stronger against submarines in the auto-resolved battles.
Other minor issues fixed.
Enjoy!
The Game-Labs Team
22/3/2023 Repaired version update - Fixed issue that caused several ships to begin in "repairing" status in a new campaign. - Fixed a problem which could cause 'ghost" ships, ships that should have been scrapped, but eventually appeared for a dissolved or other nation. - Fixed a few minor English localization errors.