As the rebuild demo looms ever closer, I figured it would be a good time to drop some teasers that I've been posting elsewhere. I know those of you who don't frequent the social media for the game have been kind of left in the dark as far as random sneak previews, so hopefully this does a good job of catching everyone up to where we're at.
The rebuild demo preview is still schedule to release within the coming weeks, it's definitely getting close, so stay tuned for that announcement.
One of the rare inventory previews:
Random building shots of different stuff myself and some of the Discord mods have built while playing around with the new building system. It's feeling great, really excited for y'all to finally get to play around with this soon!
A big change from Legacy to the rebuild is the new building system's build and craft timers. Instead of crafting a wood box in your inventory, then placing it instantly, now you build it actively. Most of the timers aren't terribly long, and the timer reduces as your crafting skill levels up. To me, it really makes the building feel more rewarding and fun, lot's more updates here for sure though.
Clothing! Holy crap, we're finally here. It's been a VERY long road getting DeadPoly to customizable characters with modular clothing, but I'm really excited with how this is coming along. There's a metric crapload of clothing items and variations, with more and more on the way constantly.
The new set down system makes fine tuning base designs much easier than in Legacy.
I've been spending some time lately getting back to DeadPoly's roots: some silly stuff!
A lot more to come, your patience is greatly appreciated while I continue rebuilding DeadPoly from scratch. I know that it's not super exciting to have the game you've been enjoying stop receiving active updates, but trust me when I tell you it's going to be worth it. The rebuild is shaping up to be better in every possible way, and it's going to open so many doors which were closed by how I stumbled through the creation of the Legacy version.
Keep an eye out for the upcoming demo announcement!
In this release we've added: - Shark skins - More hats, teeth, glasses, bling - Visible top net for play area - Audio hints during gameplay, e.g. "You're a normal shark, swim away!" - Audio toggle in settings - Menu: disable controls during menus - Menu: shark offset and faces camera
Fixes: - Heartbeat starting too early fix - Gamepad: control changed to analog (smoother) - Gamepad: menu button - Gamepad: hide mouse cursor when active - Gamepad: right thumbstick scrolls textboxes - HUD toggle fix - VR: Oculus dual core CPU speed bump
Coming Soon: - More powerups: invincibility, friggin inlaserbility! - The shop - More items and skins - More game maps and modes
As we get further along we'll be looking for more feedback regarding gameplay, etc, but for now we just want to make sure everyone can get started and that the multiplayer is solid. If you have any feedback or comments, please direct them to the Discord. Cheers!
I can say definitively that there will be no content updates for bugTDX, only bug fixing, balancing, and minor QoL improvements. bugTDX was always planned to be a small game so I could release it before/during the first uni semester.
I'm really proud of this little game and where it's ended up. It's far from perfect, but it's made entirely by me (bar the awesome sountrack by @creeper4207) and so I excuse myself for the terrible art and questionable resolution decisions. With this gamedev knowledge, I want to challenge myself to make a better game in six months.
This means, despite the end of content updates for bugTDX, I'm now going to be taking all criticisms of the game truly on board and addressing them for the next game! As well as this, I'm going to take everyone's tower suggestions and shape them into new potential builds and stuff for the sequel - planning to do something awesome with Bluekittyracer's suggestion in the previous community post...
So thank you all for your support, and follow me on twitter to get progress updates on the next game!
What a surprise, you can now play Punch Fit while watching YouTube. Enjoy your fitness while playing your favorite videos and music. You can use it by changing the BGM in the settings to YouTube. *This is an addition as a beta feature.
With this update, features such as fine volume control have also been added.
No better time to grab your jack stands than NOW for Update 2.27.0 — We’ve got extra WWT content to dish out! Turn it UP with the new tunes your garage just unlocked — We’re ecstatic to introduce Pro Car Tuning this update!
WWT TRACK UPDATES! Hope we’re enjoying the Round 5 FD hype at St. Louis, our FDSTL Leaderboard Event is LIVE until tomorrow with FREE x2 FD crates up for grabs! While we give 2022 FDSTL layout extra love for our Leaderboard Event this year, we’ve spent a bit more time updating our beloved World Wide Technology Raceway to accurately reflect the new paving added around Outer Zone 3! Relive 2022 WWT and SHRED rubber on the 2023 WWT sponsortree we’re dropping this update — Look at us, giving you options ♡
NEW: PRO CAR TUNING! Speaking of options, we’re giving you more control over how your Pro Cars perform on the tracks with newly added tuning components! Ackerman, Anti-roll Bar, and Final Drive can now be adjusted across all pro cars to your liking — Let us know how you find it as we’re excited for y’all to get more wear out of your cars!
BUG FIXES & PERFORMANCE IMPROVEMENTS
Fixed issue where player would be stuck in the tutorial if timer ran out
Paintshop menu sliders no longer move the orbital camera
Fixed caster adjustments where values were incorrectly displayed
As we head into the second half of the season, we’re super keen to prepare you for a long-overdue REVAMP of the tutorial. We’ve also secured some VERY worthwhile prizes for our Leaderboard Event winners coming up, stay tuned!
Version 2.0448 includes the following improvements:
- Added ability to install fulcrum jump drive and cruise drive at the same time (see notes). - Added dedicated key/button binding options for separate cruise drive and maximum range jump control. - Changed Alt key option in maplog to support dragging and dropping entries rather than only topping them. - Labels on HUD gunsight, IDS indicator, and weapon firing mode centered and revised for improved clarity. - Shape specific hull/direction status indicators for station and city modules added to target detail cockpit display. - Added new optional 'Spears' and 'None' motion indicator modes to HUD (Options > 3D Cockpit > HUD Motion Indicator). - By request, directional arrow character for gunsight and OCRS vertical velocity readout (VVL) moved to right side. - By request, all allied and neutral stations will now better defend themselves and prevent docking if attacked by player (see notes). - By request, station and city weapon turret collective activation (for cannon and missile impacts) and missile engagement ranges increased to just under 10K from 5K. - By request, jump drive cooldown rate can be increased by up to 400% while inside a station hangar or above city docking pad (when in docking range). - Auto-save applied for module destruction events when leaving a sector in single player to better preserve build states across save/status templates. - Station attack system updated to reduce potential of NPC ships attacking faction blended modules if command module is not under opposition control. - Displayed territory control percentages for ALC/FDN shifted war zones on nav map now remain linked to sub-region control level. - Added ability to adjust cruise drive speed via limited range selection with throttle/set control input (~28K-78K). - Added new lines (201-217) to the savedata set to read nav console values for map modes/options and nearby stations. - Radar display images updated to separate contact/blip type color section from main image (see customizing kit). - Market bar graphs and text in nav console adjusted to better account for 4 digit values in large font mode. - Server programs updated to correct a rare issue that could cause a player to be kicked due to 'E2' error. - Improved line spacing in Axis Configuration menu when two controls are mapped to the same axis channel. - Updated the Key/Button Configuration menu device toggle buttons to support more than eight indexes. - Local economy type now displayed with commodity price comparison display to indicate value offsets. - Fix for 'RenderImage' error message when attempting to build several modules in rapid succession. - Fix for station and city modules potentially getting stuck in a retargeting loop when destroyed. - Fix for storage modules not properly delinking from weapon turrets when the former were destroyed. - Fix for potentially incorrect shield/energy/storage linking for out of range modules upon startup. - All station and city module link ranges for energy, shield, and storage standardized to grid shape. - Increased size of HUD ship direction indicators to improve text legibility at lower resolutions. - Added color coded holographic rings around weapon turrets to visually indicate threat levels. - Added an additional sector of range for allied player locating on nav map in multiplayer. - Added ability to cancel Fulcrum jump drive cycle by pressing key/button a second time. - Added ability to transport a stored ship from a station to a local station (see notes). - Message log lines now crop when enlarged map mode is active to prevent overlapping. - 'Rev Y' mouse flight and HAT/POV control modes renamed to 'Invert Y' for clarity. - Added name of player sending order to message log in multiplayer. - Exodus missile baseline price level increased by about 40%. - Minor improvements and fixes.
Notes:
Installing Fulcrum and Cruise Jump Drives Simultaneously Both jump drive types can now be installed at the same time with sufficient equipment hardpoints. The Fulcrum drive will be considered primary and operate as usual with the default F8 key. The Alt-F8 key function is now linked to having a cruise jump drive installed at the same time as a secondary option. If no Fulcrum drive is installed, then the F8 key operation will activate any cruise drive as the only available jump mechanism. For additional options, the maximum jump range option now has its own dedicated key/button index and another new index has been added to provide an optional single key/button control for the cruise drive. Both new options are on page four of the Key/Button Configuration menu. Lastly, swapping drives is still available for those who only want to manage one equipment hardpoint at a time for a jump drive.
Maplog List Entry Position Changing The Alt key option in the maplog menu now supports dragging and dropping entries. To move an entry, simply press and hold the Alt key, then click and hold the left mouse button with the pointer over the entry you want to move. Then drag the entry to the new position in the list where you want to place it. Then release the mouse button to place the entry. You can optionally scroll up and down the list by holding the entry over the top or bottom entry respectively.
Transferring Stored Ships to Local Stations The ability to transfer a stored ship from a remote station to a local station has been added to the Inventory Console > News/Information menu. In order for the option to be available, the player must be docked at a station where the stored ship can be received, ships must be stored in the gameplay mode the player is currently in (either single player or multiplayer), the station must exist in the universe the player is in at the time (server universe in multiplayer or single player), ship storage space must be available in the local station's hangar, and the player must have enough credits to pay for the transport cost. If the requirements are met, the ship will be transported from the distant station and placed in the hangar of the local station, the cost deducted, and the profile auto-saved.
Allied and Neutral Station Defense Station self-defense systems have been expanded so that a command module can now fire flak cannons at an attacking player and block them from docking if they inflict significant shield damage or any hull damage on a faction-linked module. Previously defense was limited to weapon turrets, which may not be present or be in close enough range to provide adequate defense. Now command modules can also step in to provide additional defense and also prevent the attacking player from being allowed to dock. When a command module activates to defend and prevent docking, the banner at the top will change to red to help visually indicate that the station is no longer allowing the player to dock while also changing to a defensive status. To further accommodate the requested conditions and limitations, the defensive mode is temporary and can be reset by the player leaving the sector for a while, then returning later. This will help accommodate a player who may want to eliminate a module in one of their own designs as before, but effectively keeping it as a last resort option. The secondary defense mode for command modules will allow for some accidental weapon fire to account for conditions where a player may be chasing after a hostile ship and incidentally hit a module with some gunfire or a missile. Once a shield array gets low enough (generally <50%) or hull damage is inflicted, then the command module will switch to defense mode.
Station and City Module Support Linking Corrected and Standardized In the 2.0408 update, shield module linking was changed to a 500 coordinate unit (5K) range in a block shaped pattern. This has now been expanded to energy and storage support linking as well. So now all module links use the same range calculation and shape (500 CU on the build grid). Additionally, some calculations could initially be applied incorrectly, potentially leaving some modules with shields at first, but unable to recharge and/or other inaccurate supply link conditions. The detection and ranging mechanisms have been updated for both initial spawning/placements as well as active real time events for consistency. The changes as a whole may mean some existing stations will now have supplied modules that weren't supplied before and/or not supplied that may have been before. Many of the default stations in the game were designed around the premise of being partially constructed anyway, so a few may need additional support modules to supply power, shield, or storage support for some dependent modules to be fully enabled. Most however, will likely continue as before or acquire newly enabled modules.
Holographic Rings Added to Weapon Turrets to Indicate Threat Levels After a number of discussions (and thanks to those of you who provided feedback), the decision was made to continue to allow weapon turrets to operate both independently and in conjunction with supply modules placed by a different faction. The latter was originally implemented years ago to support cooperative efforts between independent (IND) stations and either main faction (ALC/FDN) against an opposing faction, placing turrets as kind of space-mines (via the ability to 'hack' into the supply/energy power grid of an enemy's station module network), and to require eliminating any hostile turrets as a station's defense before rebuilding or retasking other modules. Supply modules (power, shield, crew, storage, and production) can continue to be retasked for a new station if/when a new command module is built and/or new weapon turrets are built. To better facilitate these avenues of gameplay, new holographic rings have been added to weapon turrets to visually indicate their threat level to the player. Green are friendly, yellow are neutral (only attacking if attacked first), and red are hostile. No hologram will appear until a weapon turret is powered and active. This way, players can more easily distinguish at a distance if any weapon turrets are a threat to them before they get too close (without having to target them). They can then navigate or attack accordingly.
Vertical Velocity Level Readout Arrow By request, the VVL readout on the gunsight and OCRS will now show its direction arrow on the right side and its speed value to the left of the arrow (with right justified character cascading). This allows both the VVL and HVL indicator to have their arrows aligned nearest to the gunsight. The ability to move these arrows on the gunsight and OCRS has also been added to the 'hudtext.txt' customizing options (lines 16 and 17). For easier reference, an example of this file with default values is now included in the ZIP with the kit's sample files (inside the '\hud' folder).
Axis Configuration Control Lines When two control functions are mapped to the same axis channel, the menu will now better space each line to prevent overlapping, including split axis binding (up/down, left/right, etc) and primary axis bindings.
Cruise Drive Variable Velocity Control The player can now apply a variable speed setting when in cruise drive mode using throttle/set control input. The range is kept within the scope of the cruise drive's nominal operation, limiting the available range from about 28K to 78K via an input range of about 30-100% on a variable axis control and/or the 3-0 numerical keys. This way, players can now slow down a bit to perform maneuvers or search an area more slowly without having to drop out of cruise mode entirely. All secondary velocity reduction effects caused by gravity fields still apply.
HUD Motion Indicator Modes Two new modes are now available for the motion direction indication system of the HUD. The current default 'Tunnel' is available as the first mode. Then a second 'Spears' mode can be selected which displays the ship's direction and speed using random spears for a kind of 'starfield' effect. Finally, a 'None' mode is available that will disable motion indication entirely. For the 'Spears' mode, additional options are available to adjust the spacing, size, and velocity rate to adjust the indicators for personal preference (particularly for VR). After selecting the 'Spears' mode a new file is created in the save data folder (default \Documents\EvochronLegacySE) named 'hudmotion.txt' and you can edit this file to change the effect's parameters. Line 1 selects the mode (2 for 'Spears'), line 2 sets the movement rate, line 3 sets the maximum spacing range, and line 4 sets the scaling factor. Additional details are available in section 3.5 of the updated customizing kit ( https://www.starwraith.com/evochronlegacy/customkitse/readme.htm#305 ). The texture itself can also be modified to change appearance ('hud-motion2.png').
Today, July 18th 2023, A new update was released that significantly changes how long you can stay in the dreamscape. This was meant to be a small bugfix update but it ended up being fairly big and I think it warrants its own patchnote.
The changes include: - Your highest level monster will now follow you in the overworld (Has no real gameplay implications, altho it represents your strongest monster which is also how enemies aggressiveness is calculated). - Added items including healing items (allows you to stay in the dreamscape longer) and permanent stat boosting candies (persists after rebirth, allow you to better home in on your favorite evolution). - Fixed a few bugs related to rebirthing and movesets (Ex: a creature that did not know magic spit could sometimes have it equipped after rebirthing). - Some evolutions now require "Evil" which is a new stat that can only be gained by eating healing items. - (This was added in v1.3.2 but was never mentioned) Enemy pathfinding is my better and spriting was rebalanced.
There are a few bugs that I am aware of. I will fix these bugs in the upcoming days. I don't have a release date for v1.4 (The new map update) but I can tell there will be at least 1 fairly big update before then as I am reworking how evolution works.
this version has, Enemy AI improvements Improvement of the boss in his behavior. Improved navigability in levels Menu improvement Improved level transition Improved win condition level Persistence of score no steam, on disk added credits kinematics improvement Help menu added. sight upgrade reload ui when no ammo is attached to a weapon Moderately corrected textures Fix bug, bullets go through appredes Copyright :) SIGNIFICANT PERFORMANCE IMPROVEMENT. manual fps adjustments depending on the equipment that users have Etc.