As we all dash forward into 2024, we want to wish all of you a wonderful New Year full of happiness, excitement and success in your personal and work/school life!
What's next?
It goes without saying that the past two or so years were a very quiet time for Destroyed Aperture in terms of both development and communication, so first and foremost we want to apologise for the absence of communication and news during this time. Unfortunately, real life for many developers was very wavy, and as Destroyed Aperture is a hobby fan project, things like moving houses, being at university or changing jobs were keeping many of us back from dedicating the time required to actively work on Destroyed Aperture.
We can definitely say that the mod isn't cancelled, it was rather on an unannounced development hiatus. While a couple of minor things were still being done, such as map polishments and minor tweaks in terms of level design, most areas of development were not moving forward as we would've liked them to.
Going into 2024, the plan is to dive back into it and continue at the best possible pace.
What's missing?
While most of the work on the puzzles and maps is complete, there are still a lot of things to finish story-wise.
As many of you know, the mod's story went through a huge change back when Plan B was done. That means the most important major thing still in progress, which is also currently the biggest roadblock, is finalizing the last bits of the mod's story and backstory. After that comes the script and voice lines, which are partly written but may also need to undergo some changes. Some story-related maps and map areas are waiting to be drafted and designed as soon as the story gets wrapped up. The rest of the things that need work are the soundtrack and some custom game assets.
Thank you!
Lastly, thank you all for being patient and supportive, we really do appreciate it. Happy New Year!
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In case you missed it, you can in the meantime check out a preview of our final Portal Gun design! Modelled by SubjectN, original design by Fennecai https://www.youtube.com/watch?v=ui2r3FXpmUw
One last thing...
If you made it all the way here, there is one more thing - a sneak peek of something that you may get a glimpse of soon... Stay tuned!
v0.9.2 - New abilities & Performance Improvements!
Full game release targeted for January 8th, 2024!
Added: - Added a 1000 max cap on the numbers of abilities that can be active on the screen at any given time in the game. This will stop the game from freezing and crashing with certain builds. - New Abilities - Poison Ball - Spawns an ability offscreen and travels from left to right, dealing damage as it passes through enemies and poisoning all of them - Ice Ball - Spawns an ability offscreen and travels from left to right, dealing damage as it passes through enemies and freezing all of them - Cataclysm - Spawns a large ability at a random location, dealing damage in its area once vertically - Blaze - Spawns a large ability at a random location, dealing damage in its area once horizontally
Changes: - Beamfire - stays in place instead of moving with caster - Bolt has been reworked. It now spawns at the bottom of the screen and moves straight up. Damaging all units in its path and shocking all of them - Meteor has been reworked. It now spawns at the top of the screen and moves straight down. Damaging all units in its path and igniting all of them - Saw & Flamethrower - properly spaces out when there are multiple instances alive - Improved random targeting: all random targeting will now choose different enemies each time - Critical chance is now limited to 90% instead of 100% - Refactored various performance critical areas of the code base to improve performance in the end game.
Bugs: - Fixed a bug with Trigger Abilities On Critical Hit that resulted in an infinite loop and crashing the game. - Fixed poo performance related bugs
- Buffed Pink Stuffed Dolphin - Fixed issue where pink stuffed dolphin could be revived and become sentient - fixed potential issue with CORE bot's image not loading - fixed bug in the arcade game "Snipe!" with Killest
v0.9.2 - New abilities & Performance Improvements!
Full game release targeted for January 8th, 2024!
Added: - Added a 1000 max cap on the numbers of abilities that can be active on the screen at any given time in the game. This will stop the game from freezing and crashing with certain builds. - New Abilities - Poison Ball - Spawns an ability offscreen and travels from left to right, dealing damage as it passes through enemies and poisoning all of them - Ice Ball - Spawns an ability offscreen and travels from left to right, dealing damage as it passes through enemies and freezing all of them - Cataclysm - Spawns a large ability at a random location, dealing damage in its area once vertically - Blaze - Spawns a large ability at a random location, dealing damage in its area once horizontally
Changes: - Beamfire - stays in place instead of moving with caster - Bolt has been reworked. It now spawns at the bottom of the screen and moves straight up. Damaging all units in its path and shocking all of them - Meteor has been reworked. It now spawns at the top of the screen and moves straight down. Damaging all units in its path and igniting all of them - Saw & Flamethrower - properly spaces out when there are multiple instances alive - Improved random targeting: all random targeting will now choose different enemies each time - Critical chance is now limited to 90% instead of 100% - Refactored various performance critical areas of the code base to improve performance in the end game.
Bugs: - Fixed a bug with Trigger Abilities On Critical Hit that resulted in an infinite loop and crashing the game. - Fixed poo performance related bugs