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Steam News19 July 20178y ago

v0.3.2 Patch notes - Age of Sandboxtron

A bit later than promised, but I've finally wrapped up the changes for the latest patch. If you've already read the previous progress report, you'll know that this patch brings some important systems to the table.

Full notes

Full PowersVR update

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What changed

0 fixes1 addition0 changes0 removals
  • Performance
addedA bit later than promised, but I've finally wrapped up the changes for the latest patch. If you've already read the previous progress report, you'll know that this patch brings some important systems to the table. Since there aren't too many patch notes to speak of, I'll talk a bit more in-depth about all the changes. Just to have something colorful here's a concept for a melee villain called Malware. Since I decided to go with super strength for the melee combat in the game, Malware slowly morphed into Ruby. Ruby, alongside the other ballistic hero - Alloy will be undergoing slight reworks in the next patch. The highlight of this update however is the new AI system that I've put into place. Many of you have rightfully noted that the robots that infest the sandbox are simply way too dumb, unresponsive and generally don't pose much of a threat. This update aims to not only target these problems but improve the basic AI behaviour which will be used in the story campaign. I'll continue to improve upon the artificial intelligence to make it tough, but fair. Some more graphical optimizations as usual, as well as a system for bigger modularity with assets have been put into place. A few new props can also be found around the sandbox. 2D art for the story mode has also been progressing. The last big thing included in this patch is the base for object pooling. If you're unfamiliar with object pools, it generally means reusing objects in the game (such as bullets or enemies), so that instead of destroying them when we're done using em' we put them in a pool somewhere offscreen. As soon as we need a new bullet we just pull it out of the pool, saving the CPU some heavy memory operations. This change may go unnoticed now, but in story scenes riddled with items, the impact will be significant. I've got a few more things brewing, that I'll release periodically before the Story Mode, but I'll talk more about them as they near completion. For now, thanks for reading and thanks for playing!

PowersVR changes

addedA bit later than promised, but I've finally wrapped up the changes for the latest patch. If you've already read the previous progress report, you'll know that this patch brings some important systems to the table. Since there aren't too many patch notes to speak of, I'll talk a bit more in-depth about all the changes. Just to have something colorful here's a concept for a melee villain called Malware. Since I decided to go with super strength for the melee combat in the game, Malware slowly morphed into Ruby. Ruby, alongside the other ballistic hero - Alloy will be undergoing slight reworks in the next patch. The highlight of this update however is the new AI system that I've put into place. Many of you have rightfully noted that the robots that infest the sandbox are simply way too dumb, unresponsive and generally don't pose much of a threat. This update aims to not only target these problems but improve the basic AI behaviour which will be used in the story campaign. I'll continue to improve upon the artificial intelligence to make it tough, but fair. Some more graphical optimizations as usual, as well as a system for bigger modularity with assets have been put into place. A few new props can also be found around the sandbox. 2D art for the story mode has also been progressing. The last big thing included in this patch is the base for object pooling. If you're unfamiliar with object pools, it generally means reusing objects in the game (such as bullets or enemies), so that instead of destroying them when we're done using em' we put them in a pool somewhere offscreen. As soon as we need a new bullet we just pull it out of the pool, saving the CPU some heavy memory operations. This change may go unnoticed now, but in story scenes riddled with items, the impact will be significant. I've got a few more things brewing, that I'll release periodically before the Story Mode, but I'll talk more about them as they near completion. For now, thanks for reading and thanks for playing!

A bit later than promised, but I've finally wrapped up the changes for the latest patch. If you've already read the previous progress report, you'll know that this patch brings some important systems to the table. Since there aren't too many patch notes to speak of, I'll talk a bit more in-depth about all the changes. Just to have something colorful here's a concept for a melee villain called Malware. Since I decided to go with super strength for the melee combat in the game, Malware slowly morphed into Ruby. Ruby, alongside the other ballistic hero - Alloy will be undergoing slight reworks in the next patch. The highlight of this update however is the new AI system that I've put into place. Many of you have rightfully noted that the robots that infest the sandbox are simply way too dumb, unresponsive and generally don't pose much of a threat. This update aims to not only target these problems but improve the basic AI behaviour which will be used in the story campaign. I'll continue to improve upon the artificial intelligence to make it tough, but fair. Some more graphical optimizations as usual, as well as a system for bigger modularity with assets have been put into place. A few new props can also be found around the sandbox. 2D art for the story mode has also been progressing. The last big thing included in this patch is the base for object pooling. If you're unfamiliar with object pools, it generally means reusing objects in the game (such as bullets or enemies), so that instead of destroying them when we're done using em' we put them in a pool somewhere offscreen. As soon as we need a new bullet we just pull it out of the pool, saving the CPU some heavy memory operations. This change may go unnoticed now, but in story scenes riddled with items, the impact will be significant. I've got a few more things brewing, that I'll release periodically before the Story Mode, but I'll talk more about them as they near completion. For now, thanks for reading and thanks for playing!

Source

Steam News / 19 July 2017

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