Repeated intro
Hey everyone! Sorry for the silence! I was traveling and then sick for a week. Got back to work, though! Tonight I have a few announcements.
What changed
0 fixes2 additions1 change0 removals
addedNumber 2! Scoring refactor!I've reworked the combo system to implement a combo cap (as suggested). The cap is currently set at a max combo of 50 before it loops. HOWEVER! You'll notice every time you reach 50, it adds an exclamation point after the combo - this shows that you're still in the same combo string! The amount of exclamation points shows how many times you've reached a combo of 50 in the same string. Every time you reach a combo of 100, you get a multiplier for the amount of hundreds you've reached (example: 100 = 1 multiplier, 200 = 2 multipliers, etc etc) - just a small bonus for keeping at it! Try it out, and let me know what you think! It should help lessen the frustration from losing your combo string and help even out the leaderboard. Speaking of which - I've wiped the leaderboards for Classic Mode and Classic 180. If you go under the community hub on the Punch Bomb steam page, you can still see the old leaderboards where your names will live in fame forever, but it's going to be much more difficult to reach those really high scores now (hence the leaderboard wipe)! Hopefully this is an acceptable compromise!
addedNumber 3! Some more progress on the new game mode!The game still does not have an entire game loop, and there's still a TON to do, but here are some screenshots from the update! (If you ride the elevator down, you'll end up here) I've switched the mode to be horizontal as opposed to vertical to solve a lot of problems - so now it's primarily a front-facing game mode. (much more manageable) The new maps for this mode are also generated on the fly from segments - so it'll be slightly different every time you play it! Hop on in, ride the elevator around, and let me know what you think so far! There's no health yet, so no consequences. Once the elevator stops moving (and the timer starts), the controls are:
changedNumber 4! Potential for a "workout" mode!Some of you have mentioned you'd like to have a workout mode, and I think that's a great idea! (Just give me some time) I'd love to hear your thoughts on what parameters you'd like to see there! I'm thinking an infinite time mode with no lives - and a timer, so you can see how long you've been going at it. Perhaps even make it HIIT where it cycles between REALLY FAST and TAKE A BREATHER speeds. That's all I have for tonight - stay tuned for future updates - and thank you all so much for the feedback you've been giving! It's been a gigantic help!
Punch Bomb changes
addedI've reworked the combo system to implement a combo cap (as suggested). The cap is currently set at a max combo of 50 before it loops. HOWEVER! You'll notice every time you reach 50, it adds an exclamation point after the combo - this shows that you're still in the same combo string! The amount of exclamation points shows how many times you've reached a combo of 50 in the same string. Every time you reach a combo of 100, you get a multiplier for the amount of hundreds you've reached (example: 100 = 1 multiplier, 200 = 2 multipliers, etc etc) - just a small bonus for keeping at it! Try it out, and let me know what you think! It should help lessen the frustration from losing your combo string and help even out the leaderboard. Speaking of which - I've wiped the leaderboards for Classic Mode and Classic 180. If you go under the community hub on the Punch Bomb steam page, you can still see the old leaderboards where your names will live in fame forever, but it's going to be much more difficult to reach those really high scores now (hence the leaderboard wipe)! Hopefully this is an acceptable compromise!
addedThe game still does not have an entire game loop, and there's still a TON to do, but here are some screenshots from the update! (If you ride the elevator down, you'll end up here) I've switched the mode to be horizontal as opposed to vertical to solve a lot of problems - so now it's primarily a front-facing game mode. (much more manageable) The new maps for this mode are also generated on the fly from segments - so it'll be slightly different every time you play it! Hop on in, ride the elevator around, and let me know what you think so far! There's no health yet, so no consequences. Once the elevator stops moving (and the timer starts), the controls are:
changedSome of you have mentioned you'd like to have a workout mode, and I think that's a great idea! (Just give me some time) I'd love to hear your thoughts on what parameters you'd like to see there! I'm thinking an infinite time mode with no lives - and a timer, so you can see how long you've been going at it. Perhaps even make it HIIT where it cycles between REALLY FAST and TAKE A BREATHER speeds. That's all I have for tonight - stay tuned for future updates - and thank you all so much for the feedback you've been giving! It's been a gigantic help!
Number 1! Initial Oculus Rift support is in!
I hate to discriminate, so this was pretty important for me! It works pretty well for me! I'm going to get several Oculus users to test it out before officially marking the game as Oculus Compatible though. This was much more involved than originally anticipated, so thanks for being patient!
Number 2! Scoring refactor!
I've reworked the combo system to implement a combo cap (as suggested). The cap is currently set at a max combo of 50 before it loops. HOWEVER! You'll notice every time you reach 50, it adds an exclamation point after the combo - this shows that you're still in the same combo string! The amount of exclamation points shows how many times you've reached a combo of 50 in the same string. Every time you reach a combo of 100, you get a multiplier for the amount of hundreds you've reached (example: 100 = 1 multiplier, 200 = 2 multipliers, etc etc) - just a small bonus for keeping at it! Try it out, and let me know what you think! It should help lessen the frustration from losing your combo string and help even out the leaderboard. Speaking of which - I've wiped the leaderboards for Classic Mode and Classic 180. If you go under the community hub on the Punch Bomb steam page, you can still see the old leaderboards where your names will live in fame forever, but it's going to be much more difficult to reach those really high scores now (hence the leaderboard wipe)! Hopefully this is an acceptable compromise!
Number 3! Some more progress on the new game mode!
The game still does not have an entire game loop, and there's still a TON to do, but here are some screenshots from the update! (If you ride the elevator down, you'll end up here) I've switched the mode to be horizontal as opposed to vertical to solve a lot of problems - so now it's primarily a front-facing game mode. (much more manageable) The new maps for this mode are also generated on the fly from segments - so it'll be slightly different every time you play it! Hop on in, ride the elevator around, and let me know what you think so far! There's no health yet, so no consequences. Once the elevator stops moving (and the timer starts), the controls are:
Push in the touchpad (or joysticks for Oculus) to control your speed - right hand speeds up, left hand slows down.
Triggers to rotate around the tunnel. (Left or Right for different directions)
Here's a video of some earlier progress on it I posted on Instagram!
Number 4! Potential for a "workout" mode!
Some of you have mentioned you'd like to have a workout mode, and I think that's a great idea! (Just give me some time) I'd love to hear your thoughts on what parameters you'd like to see there! I'm thinking an infinite time mode with no lives - and a timer, so you can see how long you've been going at it. Perhaps even make it HIIT where it cycles between REALLY FAST and TAKE A BREATHER speeds. That's all I have for tonight - stay tuned for future updates - and thank you all so much for the feedback you've been giving! It's been a gigantic help!