![]() ![]() The current plan is for each map to have 2 missions, with the main one having 3 stars to achieve (simpler and different requirements than the current system), and the other being a score-based mission of some kind (time/destruction/enemies destroyed/etc). I'm unsure if the number of maps will be more or less than the number of vehicles. I expect the vehicle lineup to be one of the key selling points for the game, so I'll be polishing and refining them even after the campaign is initially released. I'm not sure all of them will make it into the campaign with their own missions, and some might just be reward vehicles or alternate vehicles. I hadn't been counting and didn't really expect to reach 50 vehicles, but it seems like I might as well aim for it now. I have 44 vehicles that are pretty close to final, with 6 more planned. Will see how it turns out before making a decision.Īfter the video is wrapped up, I'll continue working on more features for the campaign (objectives/enemy AI/new objects/etc). That video I'm not sure will be public, as it's mostly for entering PAX Rising and other online games festivals. Mostly I've been working on additional vehicles, some inspired by the fun factor vehicles, and creating a new video for the game to highlight them. I've been back working on Instruments recently, with various changes to Rhythm Storm completed (more details and new videos on the RS Steam page on June 6th when the beta demo goes live). It can be a vehicle that climbs stuff (requiring tough structures is fine), one that tears structures down, or anything else as long as a grappling hook-like device is a key element. Functionality, ease of use, and overall design will be the priorities. Use the grappling hook itself, or some other combination of ropes/winches and attachers or similar parts to create a machine that uses a grappling hook in some interesting way. Thanks to everyone who entered the contest, as this was a very enjoyable contest to try all the vehicles! Both of them inspired me to create new vehicles for the campaign, and I anticipate creating a few more that are roughly based on other entries. ![]() Hex-Storm is particularly outstanding from a technical and design perspective, while Eldritch Lord is just so creative and mesmerizing to use. There were two vehicles that were especially impressive this time: Eldritch Lord from RequinRanger and Hex-Storm from JacuJ. ![]() As I've been finding out over the past couple months, creating a vehicle that has a unique purpose/function, fun and easy-to-use controls, and a cool design is a difficult task. There were a lot of solid entries into this month's contest, and many close calls between the Honorable Mention and Featured Vehicle list. There are now normal (closed/solid) loops, paths, and path-loops Made mouse snap to center of screen when FPS mode is activated Removed limits for flex panel offsets (length + width)Īdded a selection box to make direction sensor mode more obvious (and allow a speed of 0)įixed slot 32 on sequencer being unselectableįixed pushing making the hovered button activateįixed browse workshop pages not working for maps Made mirror-rotation syncing more robust (mirror pasting in particular) Updated 8 more parameters to persist/copy when expanding/contracting partsĪdded Spread parameter for Bomb Launcher, Cannon, Gauss, and X8 RifleĬhanged default spread for Bomb Launcher, Cannon, and Gaussįixed a number of slanted loops that got broken (SP islands) Intended for making it easier to create/edit complex logic (no need to hide most things inside other parts) Added new part: Invisible - everything attached to same rigidbody disappears at game start (but still runs logic) ![]()
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