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Steam News12 July 20196y ago

1.0 !!!

Well, here goes! It's not quite everything I wanted to do before my self-imposed deadline (the 12th of course!), but this release is truer to my original vision for B-12 than anything else would have been.

Full notes

Full B-12 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions1 change0 removals
  • UI and audio
changedWell, here goes! It's not quite everything I wanted to do before my self-imposed deadline (the 12th of course!), but this release is truer to my original vision for B-12 than anything else would have been. Twelve robots. Twelve levels. A somewhat minimalist, often frantic action game for short sessions with decent replay value. I never thought it would take 6.5 years, but I started with little knowledge of game development and was working *very* part-time (due to ye ol' day-job). Anyway, I still intend to keep adding to the game as time allows. Version 1.0 doesn't mean I'm finished! Here's the entire change-log since the first public release. Oooo-weee! -----1.0--------------------------- -Added some new level-gen content and increased the number of enemies and hazards in most levels. (More to come in the future. Level feedback is so very very welcome! ... Maybe at some point I should just add an editor mode and let you have at it. That'd be fun.) -A few more tweaks and small bug-fixes -Scrapped the Brantisky Robotics Catalog idea for now since that was never originally intended for 1.0... I think I'll wait for more inspiration and add it in a feature update down the road. -----0.5.2--------------------------- -Added descriptions for upgrades and weapons at the Maintenance Pad -Added HUD text to inform of upgrade installs from random drops (yellow crates) "Got Jetpack" etc. -Slightly buffed jump and wall-jump (mostly vert) -Projectiles are no longer stopped/destroyed by colliding with small debris -Projectiles will now blast through up to two crates/enemies/destructibles if that object has been destroyed, rather than being destroyed upon any collision. However, since all projectiles are under control of the physics system, there is also some deflection and loss of inertia. -B-12's high-power charged shot now does a bit of 'splash' damage when it collides with something -Fixed issue where level 4-1 kept generating layouts with too few possible switch positions, often taking over 10 attempts to generate a valid level ---0.5.1--------------------------- -Rearranged the switches and instruction pictograph at the hub a little bit -Added B-2 gun and an initial upgrade to the hub to teach these mechanics a bit faster -Some changes to level 1-1, trying to bring up the action and difficulty at the start of the game -Secondary attack button no longer does melee attack when you have no secondary weapon. Input is ignored instead. -Fixed bug where you could take damage after finishing a level -Fixed bug where level summary screen would display 'new record' at values of zero -Fixed bug where there could be multiple instances of the music playing ---0.4.2--------------------- -Added intro text and Brantisky Robotics logo to set up the game's context/background -Added menu items for 'Brantisky Catalog' and 'Order Robots' -Added text/placeholder for 'Order Robots' (the game's ending sequence) -Added Brantisky Catalog interface and some initial pages -Some additions and a bit of polish to a few of the levels (more to come before -and after- leaving Early Access) -New skyboxes for worlds 2 and 4 -Added fog effect to cold areas -Improved light component of explosions -Tweaked a number of other effects ---0.3.1------------------- -Weapons touch-up: Various improvements and tweaks. -In third-person view, B-12 will now keep facing forward while player is actively engaged in combat. Added backward dash/jetpack and run animations to make movement look more natural with this change, also helps with first-person player animations. -Made a default control-layout graphic and added it to control options menu -Some changes to main menu scene -Improved enemy/secondary weapon charging sounds -Added sound effect for when projectiles hit forcefields -Added slight

Well, here goes! It's not quite everything I wanted to do before my self-imposed deadline (the 12th of course!), but this release is truer to my original vision for B-12 than anything else would have been. Twelve robots. Twelve levels. A somewhat minimalist, often frantic action game for short sessions with decent replay value. I never thought it would take 6.5 years, but I started with little knowledge of game development and was working *very* part-time (due to ye ol' day-job). Anyway, I still intend to keep adding to the game as time allows. Version 1.0 doesn't mean I'm finished! Here's the entire change-log since the first public release. Oooo-weee! -----1.0--------------------------- -Added some new level-gen content and increased the number of enemies and hazards in most levels. (More to come in the future. Level feedback is so very very welcome! ... Maybe at some point I should just add an editor mode and let you have at it. That'd be fun.) -A few more tweaks and small bug-fixes -Scrapped the Brantisky Robotics Catalog idea for now since that was never originally intended for 1.0... I think I'll wait for more inspiration and add it in a feature update down the road. -----0.5.2--------------------------- -Added descriptions for upgrades and weapons at the Maintenance Pad -Added HUD text to inform of upgrade installs from random drops (yellow crates) "Got Jetpack" etc. -Slightly buffed jump and wall-jump (mostly vert) -Projectiles are no longer stopped/destroyed by colliding with small debris -Projectiles will now blast through up to two crates/enemies/destructibles if that object has been destroyed, rather than being destroyed upon any collision. However, since all projectiles are under control of the physics system, there is also some deflection and loss of inertia. -B-12's high-power charged shot now does a bit of 'splash' damage when it collides with something -Fixed issue where level 4-1 kept generating layouts with too few possible switch positions, often taking over 10 attempts to generate a valid level ---0.5.1--------------------------- -Rearranged the switches and instruction pictograph at the hub a little bit -Added B-2 gun and an initial upgrade to the hub to teach these mechanics a bit faster -Some changes to level 1-1, trying to bring up the action and difficulty at the start of the game -Secondary attack button no longer does melee attack when you have no secondary weapon. Input is ignored instead. -Fixed bug where you could take damage after finishing a level -Fixed bug where level summary screen would display 'new record' at values of zero -Fixed bug where there could be multiple instances of the music playing ---0.4.2--------------------- -Added intro text and Brantisky Robotics logo to set up the game's context/background -Added menu items for 'Brantisky Catalog' and 'Order Robots' -Added text/placeholder for 'Order Robots' (the game's ending sequence) -Added Brantisky Catalog interface and some initial pages -Some additions and a bit of polish to a few of the levels (more to come before -and after- leaving Early Access) -New skyboxes for worlds 2 and 4 -Added fog effect to cold areas -Improved light component of explosions -Tweaked a number of other effects ---0.3.1------------------- -Weapons touch-up: Various improvements and tweaks. -In third-person view, B-12 will now keep facing forward while player is actively engaged in combat. Added backward dash/jetpack and run animations to make movement look more natural with this change, also helps with first-person player animations. -Made a default control-layout graphic and added it to control options menu -Some changes to main menu scene -Improved enemy/secondary weapon charging sounds -Added sound effect for when projectiles hit forcefields -Added slight

Source

Steam News / 12 July 2019

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