Just now, we added controller adaptation to the game. So you can play with a controller or on Steam Deck! This update includes the following features:
Complete UI, game control logic.
Moderate vibration feedback (can be turned off in settings).
Dual joystick control, the left joystick has a larger control sensitivity, and the right joystick has a smaller control sensitivity.
ps: Steam Deck has not yet been officially verified, but based on the experience of other players and our internal testing, the game is completely playable!
Other Updates
Fixed a bug that caused the cue ball to bounce when placing a ball-in-hand too close to the cushion. (Thanks to Sr NoThBR)
Fixed a bug that caused the ball to fall into the pocket after the exchange of shots when it was too close to the pocket. (Thanks to 卡兹戴尔构史王妮芙 and k9999peep)
Thanks to all the support from you guys. If you have any suggestions or encounter any problems, please feel free to contact us at wavebox66@gmail.com!
taking a few weeks off from dev finally (been busy making Cell Command and I haven't had a day off since November 20 2024), but was able to get some Genome Guardian update stuff done. Still have other stuff planned.
ːguardianturretː TURRET TRIAL MODIFIERS
Bearclaw: Range +50% → +100%
Viper: Health Max -50% → Power-up Duration +100%
🔄 CHANGES
Each Abyss health checkpoint now clears all currently-active projectiles.
During the intro, it's now impossible to be confused by the need to open a slot first before adding a DNA letter to it.
Many references to "Health +[value]" have been changed to "heal [value] Health" since new players kept confusing it with Health Max.
🔨 FIXES
(perk) Antifreeze: No longer prevents the Fume turret from firing when it's ran out of Gas.
An intro shop tip would show "<sprite name="EP">" instead of the Heat icon.
Various hitscan projectile hitboxes weren't as long as they appeared (so their hitboxes were lengthened).
The "feeling sick?" intro popup would sometimes linger on-screen after exiting a run.
Daily Dive could set your depth in a mode to 5 outside of Daily Dive even if you haven't unlocked that depth yet.
We're gearing up for Next Fest so the biggest thing this month is of course the Demo!
Demo Coming February 24th!
The demo will contain the first 30 waves and the first 4 tiers of research for you to experiment with!
Living up to the Roguelike name
Axom: Conquest now contains dozens of random upgrades you can find or research. More are being added every week!
Space Trader
One of the best ways to obtain extra upgrades is through the trader who will drop in every few waves to offer you valuable random upgrades.
Hidden Caches!
One of the biggest parts of Axom: Conquest is the exploration, hidden caches are scattered around the map from previous miners who fell to the Centurax. Uncover the darkness to discover the hidden treasures.
Other cools things
Combat Music is now a thing!
Improved sound effects
A full on settings menu with various accessibility options
We hope you look forward to the Demo and enjoy it as much as I've enjoyed making it!
Strategy games sometimes offer extra ways to detect the enemy, beyond the standard line of sight, with radar being a classic example found in Zero-K. Radar reveals quite a bit about player interaction, but we will also have to flesh out vision itself, since the two systems complement each other. Both systems use the same underlying mechanics, which were covered last time, although the details are not strictly necessary for understanding how the mechanics are used.
Radar is great because it achieves a lot in the design, yet is mechanically just a variant of sight. In Zero-K radar differs from sight in one way: it only reveals the approximate position of units, nothing else. The type of unit is not even revealed, although this information is remembered for previously scouted "radar dots" (to avoid fighting the UI). In terms of how the mechanics are used, the two systems could not be more different: everything has a sight range, while only a few specialist units and structures have radar. Radar can also "see" a lot further, with most radar ranges being around five times that of the average sight range.
The main purpose of radar is to allow for direct interaction outside combat. By direct interaction I mean interaction with a tight feedback loop, where you and an opponent can see and respond to each other in real time. Sight alone limits players to relatively short-range interactions, which are likely to turn into fights. Various forms of dedicated scouting can allow for more out-of-combat interaction, but that risks making information too cheap. Radar admits a middle ground, one where you can respond to large scale army movements, without being overwhelmed by information or cheapening the fog of war. Of course, if you know where the enemy is, then you should be able to shoot at them (again, to avoid fighting the UI), but to expand upon the implications of then we need to take a detour into sight.
The details of sight boil down to the following question: how far should units be able to see? Our answer is, for the most part, "Just a bit further than they can shoot". This is a deliberate reversal of the situation in many other games inspired by Total Annihilation, but the idea was that it is more satisfying to fight visible units than radar dots. A more thorough justification is that vision on the enemy is tactically powerful, and that scout units mostly gate such vision behind fiddliness rather than any significant tactical or strategic decision making. This stems from the fact that scouts are cheap, can see further than the average combat unit can fire, and are fast enough for death to be a Fighting The UI problem. Mixing scouts into an army is often just optimal, since it lets everything see their targets, but giving this job to scouts mostly amounts to giving them an extra way to be stupid. So to skip this whole rigmarole, we just let units see as far as they can shoot.
A notable exception to the above is artillery. Scouting targets for artillery is satisfying, as the scout has to be sent somewhere dangerous. To support this dynamic, artillery cannot see as far as it can shoot. In fact, we have a general rule that units can see 10% further than they can shoot, to a maximum of 660 range, which is is around the range of a Heavy Laser Turret. However, there are many exceptions to this rule. Some are due to technical necessity, such as the granularity of the vision grid requiring that particularly short-ranged units see a bit further. Other exceptions are deliberate design choices, such as the uniquely long sight ranges of Radar Towers, Owl, and Toad. Others, well, unarmed structures have a sight range of 273 for reasons lost to time, and the sight range of unarmed constructors appears to be essentially random.
By this point artillery seems to have two conflicting constraints: that we want to encourage spotting, and that units should be able to fire at radar dots. The solution, revealed paragraphs ago, is to make radar only reveal the approximate position of units. This is implemented via "radar wobble" - a drifting random offset of the radar dot relative to the unit's true position. Wobble discourages pot shots at dots, since they are likely to miss, so spotters have to venture out to gain vision. Radar wobble brings its own problems though, which we try to mitigate with various UI features. The main one is that radar wobble is removed for scouted structures, since structures cannot move. There is also a state toggle to tell particularly precise artillery to avoid firing at wobbly dots, although it is not enabled by default, for reasons that would require a whole extra article.
What about saturation artillery? A few artillery units are far too inaccurate to care about radar wobble. In this case, shooting at radar dots is a feature. An astute reader may recall a principle that comes up in the design of cloaking, namely that it is frustrating to spend all your time telling unit to shoot at unseen enemies that you know to be present. The same issue arises with area-denial artillery, and is mostly solved by shooting at radar dots, because doing so simulates players making guesses about likely targets just outside their vision. Situations without radar, or with jammed radar, can counter this ability, but this is acceptable because the goal is to make units handle themselves in the majority of cases, just enough to alleviate the repetitiveness of always handling saturation artillery targeting manually.
By this point, it is clear that radar is central to Zero-K, and we encourage this further by making radar very cheap. Not only do commanders have free onboard radar, but the basic Radar Tower almost free. This is a great example of balancing relative to how common a unit should be, rather than by absolute usefulness. Radar Towers also perform double duty as artillery spotters, with an unusually large sight range, which incentivises players to place flimsy structures in outrageous locations, which makes for great target practice. Advanced Radar Towers have even more sight, and 250% the radar range to boot, but cost a considerable amount of metal. This makes Advanced Radar much less common, but their utility lies in viewing the enemy base, which we are less interested in encouraging. Advanced Radar also used to reduce radar wobble, however this reduces the importance of spotting for artillery, so the ability was removed.
The most incongruent part of radar is the fact that radar dots have team colour. This leaks information to the enemy, yet team games rest on the idea that ownership within a team has no mechanical importance. This means that, if you know that the orange opponent has heavy tanks, then a slow orange dot is more likely to be a tank. Supreme Commander solves this with grey unidentified radar dots, and there was talk of adding such a thing to Zero-K, but I have been coming around to the idea that perhaps team colours on radar dots improves the game. At least in casual team games.
Team coloured radar dots efficiently tell your team how many opponents are present on each front, and it adds to the community feel to see who you are up against. It helps distinguish the aircraft of enemy air players, although in this case the vertical position of the dot is often sufficient. The principled stance against coloured radar dots would also advocate for removing enemy team colour entirely, turning the opposing team into an anonymous blob, which certainly feels bad for a somewhat social game. In any case, I would like to experiment with truly unidentified radar dots, but I fear the effect might be too far-reaching to measure in a short-term test. In any case, such tests will have to be postponed until the engine supports such a feature.
The starter block amounts will now be loaded in client-side when the server is unavailable, as a (temporary) workaround for ongoing unresolved progress sync issues
Disabled useless warnings generated by some unicode characters not being found in the current font
Added a ‘force sync progress data’ option in the super secret settings
Contacting server’ loading screens related to progress data sync will now contain more details
Changed the head in the "worm" hacking minigame to turn immediately when user changes direction.
Changed the minimum length in the "worm" hacking minigame to be 3 (was 1).
Fixed a case where the alien reinforcements would get stuck on the edge of the level.
Fixed alien spaceships to use the correct behavior in space levels. Previously they would sometimes in space levels move incorrectly in the z-axis, making them impossible to be hit with players turret.
Fixed loading saved games saved on different filesystem path than what they are loaded from.
Fixed some text grammar.
Fixed the fleet view to update when a spaceship is renamed.
Fixed the reload sound effect for personal weapons (pistols, smg) after loading a saved game. The reload sound effect can be fixed by switching weapons after loading a savegame version 1.
Removed the console command "debug" as it was not meant to be in the release build.
I've included a picture of Hisoka eating his own arm in this update to reflect my mental state (this is tradition now) I'm eager for what lies ahead I don't think Ferulorum will get and sales (one good review would blow away expectations) but something about approaching the finish line and knowing all the things I want to do next and all the skills /knowledge I've gained has me hungry.
This week's progress was neither good nor bad unfortunately there were a lot of distractions, but I still managed to get some stuff done, I fixed lots of bugs, worked on the stockpile, made good progress on the shop, added all the hero's alternate sprites, started working on the level up system and worked on the save system a little.
Right now the game is probably 90% done yet the final leg of this race is really stretching many of the mistakes I've made earlier on are taking their tole, some of them programming related but I'm also being punished for poor game design decisions that I made. The main one being balancing the dungeons, on my next project one thing is certain there will only be one enemy and one player class until all of the other systems have been completed because trying to figure out a way to make it so that 12 hero classes can get through five dungeons in a fair but challenging way while also having lots of random generation is hampering progress greatly, and while I'm doing my best I think this might be unfixable completely at this point.
So on that note next week will be all about balance, polish, bug fixing, sound effects, player qol, and tying up loose ends in systems. Since all the major stuff is done things will be pretty boring for the rest of this project as far as I can tell, all I can do is try my best and hope a few people appreciate what I've created.
So I hope you all had a good week and hope next week is even better for whatever reason I'm optimistic right now (rare!)
Change Log
Version 0.1.06
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-readjusting all hero stats again
-all forest enemies health increased
-all the level up panels now turn off when you leave the dungeon
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-panels should now appear only when heroes level up
-first pass setting up level up panels
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-made 5 panels and 5 text objects
-all the heroes just get +1 to all stats for now
-added a function for leveling heroes
-dungeon path now resets when you return to town
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-stockpile now holds 36 items maximum
-changed the way items are created
-plowed snow and worked from 5 am to 1 pm going to do what I can
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-adjusting stockpile size
-counter shown under items on dungeon complete
-added counter for gold collected in dungeon
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- at the end of dungeon items line themselves up
-day counter increases whenever you go to the dungeons
-added day counter text, put it next to gold
-bug wrong class showing[fixed]
-bug noticed some sprites are clipping (misplaced sprite on atlas will fix later)
-alternate sprites now show in dungeon
-alternate sprites now show in town and UI
-hero alternate sprites are in (not used yet)
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-trying to decide where to put this in the UI
-if exp get to 4 they level up and exp resets
-if hero is on team when dungeon is completed they get one exp
Much happened in the last three weeks for GeckoShop, so many content updates released, and the game was never as polished as it is now. The community's been growing daily, with many youtubers and streamers making content about GeckoShop. We are super thankful for all the support!
I will list up some highlists from the latest updates:
- Mac and Linux Support added - 7 New Furnitures! Sofas (lvl 8), Lamps (lvl 9) and Rugs (lvl 11) - New "Zodiac" Vending Machine, with 13 new super geckos! - New Employee "Restocker"! Takes Geckos from Restock Furniture and stores them in the correct Tanks. - x2 New Furnitures, "Restock Tank" and "Restock Basin". Geckos inside those furnitures will be stored by the Restockers. - You can set a custom phone wallpaper (in settings, paste image path) - New Beach + Ocean! - Statues are back to the furniture shop (unlock at lvl 23) - Setting to run the game in background - Mouse sensitivity + Invert X and Y settings - Game pauses now with escape key - Cleaned up graphics / new shader - Several map additions, and hidden areas - Customers won't get stuck at checkouts anymore - Fixed tanks not resetting the gecko type - Added a WIP visual grid that appears when placing or moving furniture - Expanded Collection App with 3 categories + Zodiac Geckos - Better lab odds (50% common>rare, 40% rare>super, 50% super>lab) - You can now look completely up and down - Decoration attracts more customers to your shop - Gecko boxes open 0.6 seconds faster now - Completely reworked Customers/NPC system (purchase item RNG, how they choose furniture etc.) - New Pallet system, easier to add and take boxes from. - Shop App now shows you the Box rarity odds if you hover over their "?" icon - New Shiny Boxes for Set 1, 2 and 3 (11% common, 80% rare, 8.5% super, 0.5% gold) - New Rarity + 11 new Geckos, "Golden" (0.01% chance from common boxes), has unique effects when opening boxes - Added a second Museum Box at the new Beach. - Added Trampolines, unlockable at level 40 (+ different Color varieties) - You are now able to click on Cashiers to send them to another random Checkout - Level needed to unlock Box 2 and 3 was lowered - You now get notified when something got stolen from your shop - Building and Moving Furniture snaps now to a grid for better alligning - New Furniture "Catch Basin Big" (unlock at level 18) - 4 New Shop Colors
I've also been actively working on content for the full release, and features like full controller support, multiple languages, steam achievements etc.
Everytime there's a new patch or update I post it on our Discord, so don't forget to join!
Shion's calm and measured life comes to an end when she meets Akiko. This encounter has the chance to change her life or plunge it further into the abyss of depression and hopelessness.