Hey everyone! It's been a while since our last update on the development branch, and it's still going to be a while longer, so we want to give everybody an update on what we've been working on.
Please note that we currently don't have an ETA on when we'll be dropping 1.4 Dev 3, there's still plenty of work to be done.
2280 Ships
The majority of work these past few months has been on a roster of 2280 ships. With the help of community members Brobama, Kabelsalat, MrX, Nathancubed and Vista, we've been hard at work giving each team a new ship that better suites the 2280 physics mode!
These ships are only cosmetic changes and do not alter physics stats. We're also not limiting where they can be used. Not only can they be used in 2159 and floorhugger, but you'll also be able to select them in the campaign!
Each ship will have the full livery set, including expansion DLCs and Bling Pack liveries. We'll also be working on new cockpits, although these will be made for an update beyond 1.4 Dev 3. Livery templates will also be made available for modders.
The goal with these ships is to evolve their design and give them a cleaner aethestic, which will be tying into the design of 2280 track environments. We already have a 2280 track in development for release with 1.4, but we'll be showing that off at a later date.
Here's a look at the new ships. We're still in the initial development stages for the Barracuda Model A, B and C, so you'll get to see those once 1.4 Dev 3 is out.
New Content Selector Menus
With the new ships added, we needed a way to select them. The easiest option would have been to register them as new ships and display them in an ever growing flat list, but there's issues with the existing content selector menus we want to address and this was the perfect time to revisit them and figure out a better way to handle content selection.
Ships now support variants and tracks now support variant and route entries:
Ship variants allow us to point the game to a completely different ship prefab. This ship prefab can be any ship, however internally we're just using this to create duplicates of the 2159 ship prefabs and slap different models into them.
Track variants do the same thing as ship variants, but also have a second layer of variants called routes. Routes can also point to any loaded track in the game, but the intended use is for situations like Pines Complex where the track is 3 different courses bundled into one. A track variant in our internal use case is the forward and reverse versions of the track,
These additions allow us to compact how many listings there are in the menu. In our most extreme example, Pines Complex has gone from 6 different menu entries to 1, with additional inputs to select the specific version you want to play. This also means we've been able to merge the reverse track category into the standard track category, and cut the track listings in the Extras and expansion DLC categories in half by merging the forward and reverse listings into a single button.
Another improvement with the new menus is how custom ships are now handled. Custom ship categories are actually just a single category that gets broken down into sub-categories. This was reflected directly in the previous menu where you'd navigate to the custom ships category and then have to use different inputs to navigate the sub-categories.
The new menu unfolds those sub-categories so now you can just scroll through them as if they were normal categories. We had already implemented this for the advanced menu, so it made sense to also do that here. This also works nicely with the new category list feature, where you can press the category previous and category next inputs at the same time to bring up a list of categories to hop between.
We'll go into more detail about these new menus once 1.4 Dev 3 is released, but for now here are some screenshots of what they look like:
We may also look at implementing the advanced menu search functionality into these new menus. Doing this will allow us to make the advanced menu completely redundant so we can remove it and just have a single menu with all of the functionality.
Some other smaller changes
Sideshifting now has a per ship stat and has been reduced in strength significantly
3D pads are no longer automatically generated in 2280. Tracks will use the tile pads unless 3D pads have been setup.
AI in 2280 have been tweaked to make them more competent
The Model B and Model C categories of tracks have beeen renamed to Drag and Drift so they're in parity with the ship category names
The NX2000 is no longer part of the standard ship leaderboards and is now in the Barracuda leaderboards (which have been renamed to Highend). We'll be doing a global leaderboard reset with the full release of 1.4.
Vonsnake - Always On Target and Xpand - Rush added to the soundtrack. if you have the soundtrack on Steam, these have already been added to it.
And a bunch of other stuff that was already pushed out to the development branch a few months ago. If you're on our Discord server then the changelog for that is already available, and we'll include it as part of the 1.4 Dev 3 changelog here on Steam once that build goes out.
Some bugs from the new 1.1 update were very sad and made me very unhappy that people were running into such terrible bugs. So, we tried to fix them now!
Let us know if we failed. Thank you all for continuing to play a game about Egg Heroes.
v1.1.0a ------- - Fixed localization for "Name your guardian spirit", compendium and after-retirement - Fixed false minigame unlocks in the minigame menu - Fixed loading when yolk is sleeping errors - Fixed Fairy Queen Debuff skill crash - Added mouse controls to spirit orb minigame
This is the first test for Temporian on the Steam Deck. With any luck, I won't have to roll anything back, but please let me know if things aren't working for you.
Hi! Version 1.4 has just been released; it includes a new building - the distributor. Its operation is simple - resources first go to the priority slot. If the priority slot is full, resources are directed to the non-priority slot. You can change the priority by clicking on the building. Below, in the image, there is a simple setup that ensures the tower has priority in receiving wood as ammunition during a troll attack, and during peacetime, the wood will be used to produce planks. I think this is something everyone has been missing, and it will greatly enhance the gaming experience.
this week our team made big steps in the development in different areas. Of course we will show you these new stuff soon. But today I would like to tell you something else.
Last week we had the invite to join a developer event of our publisher Aerosoft. Different developers from different dev teams participated in this event. I represented Z-Software. Different teams made different talks about the game development and we talked talked about challenges in the game development and exchanged know how. I mean Z-Software develop games for over 16 years, but I could still learn something new or remember stuff, I already forgot. I also could speak about some challenges we have with another developers. And so we (Z-Software) will improve some workflows in the future. 🙂
One of the interesting parts of the event (for me) was talk to Aerosoft team face to face. So our team tooks the chance and shows game development progress of HWPS. We not only spoke about the progress of the development, but also about marketing and marketing assets. We got some photos where you see me, showing the Head of Product Management work in progress marketing material.
I know this post was short, but I hope you still enjoy it. In my point of view this is very important to have best possible collaboration with the publisher to achieve best possible results and best possible game.