What changed
0 fixes0 additions6 changes0 removals
- Events
- Store
- Gameplay
- Workshop
changedIdeas that didn't make it:Revise leaderboards Originally it was planned that the leaderboards would get an extra page, as well as "season" mechanics, so that there are various effects per season. In my opinion, the effort was not worth it here, as it would have required a major rebuild of the codebase to accomplish this. Nevertheless, the idea is obvious and cool!
changedIdeas that didn't make it:Skin packs for enemies/players/background/upgrade graphics If then I would have implemented the feature as part of a modability, otherwise it would certainly be feasible, whereby it would always be important that the skins are all square so that the CollisionShape still fits.
changedIdeas that didn't make it:Enemy impulses announce movement Also a nice idea, especially for suddenly appearing enemies that could indicate a forewarning. Unfortunately, I use a single enemy class for all enemy types and the lifecycle is pretty hardcoded in, making it difficult to implement an advance cue where the enemy needs to know it will get a pulse in X frames/seconds. This would also require major refactoring. In addition, it is questionable whether this does not immensely impair the "look & feel" if there are many opponents on the screen and then a part is additionally highlighted in color.
changedIdeas that didn't make it:Modability Modability was a big wish of mine that unfortunately didn't make it into the finished game. I only found out about the easy modability with the help of the Godot Engine much too late. The class hierarchy is a drag here, as are the folder structures for dynamically loading content into the game. Steam Workshop support would of course also be desirable here, but it is always important that submissions are also moderated. It is also difficult to ensure that all mods can be deleted again and that the original state can be restored without any problems.
changedIdeas that didn't make it:"Bug Hunter" Incentive The idea here was to give people an individual "title" or "player" skin if they found a bug. The problem here was the moderation effort and also the fact that some people didn't necessarily want this "extra sausage". Again, the effort was not worth it
changedIdeas that made itChallenge mode This was an
A Void Shaper changes
changedRevise leaderboards Originally it was planned that the leaderboards would get an extra page, as well as "season" mechanics, so that there are various effects per season. In my opinion, the effort was not worth it here, as it would have required a major rebuild of the codebase to accomplish this. Nevertheless, the idea is obvious and cool!
changedSkin packs for enemies/players/background/upgrade graphics If then I would have implemented the feature as part of a modability, otherwise it would certainly be feasible, whereby it would always be important that the skins are all square so that the CollisionShape still fits.
changedEnemy impulses announce movement Also a nice idea, especially for suddenly appearing enemies that could indicate a forewarning. Unfortunately, I use a single enemy class for all enemy types and the lifecycle is pretty hardcoded in, making it difficult to implement an advance cue where the enemy needs to know it will get a pulse in X frames/seconds. This would also require major refactoring. In addition, it is questionable whether this does not immensely impair the "look & feel" if there are many opponents on the screen and then a part is additionally highlighted in color.
changedModability Modability was a big wish of mine that unfortunately didn't make it into the finished game. I only found out about the easy modability with the help of the Godot Engine much too late. The class hierarchy is a drag here, as are the folder structures for dynamically loading content into the game. Steam Workshop support would of course also be desirable here, but it is always important that submissions are also moderated. It is also difficult to ensure that all mods can be deleted again and that the original state can be restored without any problems.
changed"Bug Hunter" Incentive The idea here was to give people an individual "title" or "player" skin if they found a bug. The problem here was the moderation effort and also the fact that some people didn't necessarily want this "extra sausage". Again, the effort was not worth it
Today, on 24.05.2024, I have released the Community Update v1.1. In the course of this, there is also a one-week discount of 30% on the game! So if you haven't grabbed it yet, now would be a great time to do so.
What happened
The Community Update has become a reality thanks to your help and input! From the many ideas you have contributed, I have picked out a handful of interesting things and implemented them as part of the Community Update v1.1.
I would like to give you an insight into the suggestions in this article.
Ideas that didn't make it:
Revise leaderboards
Originally it was planned that the leaderboards would get an extra page, as well as "season" mechanics, so that there are various effects per season.
In my opinion, the effort was not worth it here, as it would have required a major rebuild of the codebase to accomplish this. Nevertheless, the idea is obvious and cool!
Steam avatar image as boss graphic
Absolutely cool idea, especially if it's your own Steam image, because then no silly content can be displayed to other players. The codebase is also the problem here, the effort would have been too high for the benefit.
Skin packs for enemies/players/background/upgrade graphics
If then I would have implemented the feature as part of a modability, otherwise it would certainly be feasible, whereby it would always be important that the skins are all square so that the CollisionShape still fits.
Enemy impulses announce movement
Also a nice idea, especially for suddenly appearing enemies that could indicate a forewarning. Unfortunately, I use a single enemy class for all enemy types and the lifecycle is pretty hardcoded in, making it difficult to implement an advance cue where the enemy needs to know it will get a pulse in X frames/seconds. This would also require major refactoring. In addition, it is questionable whether this does not immensely impair the "look & feel" if there are many opponents on the screen and then a part is additionally highlighted in color.
Modability
Modability was a big wish of mine that unfortunately didn't make it into the finished game. I only found out about the easy modability with the help of the Godot Engine much too late. The class hierarchy is a drag here, as are the folder structures for dynamically loading content into the game. Steam Workshop support would of course also be desirable here, but it is always important that submissions are also moderated. It is also difficult to ensure that all mods can be deleted again and that the original state can be restored without any problems.
"Bug Hunter" Incentive
So there were a few ideas that were thought about but didn't make it into the game in the end. However, if at some point I decide to develop a second part, I would certainly take up a few of these ideas again. I would be particularly interested in mod support for a game of this type!
Ideas that made it
I had already listed the relevant features in the patch notes for v1.1, I would like to list them here again in detail.