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Steam News27 July 20241y ago

Contingency Plan 0.2.2 Patch Notes

Hello everyone, I took a break from development for a few days, but now I am back with a few changes for you. Thanks for playing!

Full notes

Full Contingency Plan update

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

Repeated intro

Hello everyone, I took a break from development for a few days, but now I am back with a few changes for you. Thanks for playing!

What changed

0 fixes9 additions1 change0 removals
  • UI and audio
  • Gameplay
  • Balance
  • Store
addedQoL:New player onboarding - Added text prompts around the ship explaining many aspects and systems of the ship, as well as a general outline of how to play. These labels can be enabled and disabled from the settings menu.
addedQoL:Added settings persistence between sessions.
addedQoL:Added some particles around the ship (externally) to help show direction and speed of movement in flight.
addedQoL:Added nametags on players to be able to more easily tell who is who.
addedGameplay:Added player "ragdolls" which spawn when a player dies, giving better feedback and cues to other players when someone dies. Also it's funny.
addedGameplay:Added a penalty for dying - 15 damage straight to the ship's hull. Let me know what you think of this change. (also added a warning to the respawn button in the menu about this penalty)

QoL:

  • New player onboarding - Added text prompts around the ship explaining many aspects and systems of the ship, as well as a general outline of how to play. These labels can be enabled and disabled from the settings menu.

  • Added settings persistence between sessions.

  • Added some particles around the ship (externally) to help show direction and speed of movement in flight.

  • Added nametags on players to be able to more easily tell who is who.

Gameplay:

  • Added player "ragdolls" which spawn when a player dies, giving better feedback and cues to other players when someone dies. Also it's funny.

  • Added a penalty for dying - 15 damage straight to the ship's hull. Let me know what you think of this change. (also added a warning to the respawn button in the menu about this penalty)

  • Added a cooldown to the menu's respawn button to prevent easy griefing by rapidly respawning yourself and quickly running down the ship's health.

Planned:

  • Settings to Invert certain axes of ship controls

  • Better client experience for rover training level

  • Better guards/incentive to keep the player ship inside the playable area besides invisible walls, such as damage to the ship (as well as an indication on how to get back)

  • Movement stick deadzone settings to be added to the settings menu

  • Enemy ships

  • Better cockpit ship views

On a more personal note, thank you all so much for playing. It's been a blast to see so many people playing (and hopefully some enjoying) a game that my friends and I have put so much work into. Reading the reviews and feedback is a lot of fun; even the bug reports because I am insane and like solving them (and writing patch notes). Reading "this game has a lot of potential" and "I can't wait to see where this game goes" inspires and gives me pride beyond what I can express across text. Even seeing the game listing in my Steam library was a surreal experience. At the time of writing, we've had over 10 thousand people claim a license from the store, and over 400 people actually download the game and log playtime. Not a great conversion rate, but 400 people is still more than I thought we would get in the first place so I see it as an absolute win. That being said, this is was a student project we made to display on our resume and get a job with. Mission accomplished. Most of the team has job offers now and, as you can imagine, are very busy with them. I myself will be preoccupied with moving soon to a new job. For the past few updates it's been just me working, but I too will soon have other commitments. Make no mistake! I can't speak for the rest of the team but I am committed to making this game the product I know it can be. Hopefully, I can check off a few more of the planned features before I move - I really want to get enemy ships up and running. With the introduction of a day job development can no longer be "whenever I feel like it" and must instead be "whenever I have free time to". I hope you can understand. Expect slower updates. But they will come nonetheless. Thank you for playing. -Thomas

Source

Steam News / 27 July 2024

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