Full notes
Full Shiperoids update
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What changed
- Performance
I have made a fair bit of progress porting Shiperoids to Unity. I am not a programmer but I am a quick study. Also I have found a plethora of tools to help this poor artist get this game working. I got the basic game up and running with pseudo multiplayer (On The Same Machine!) actual co-op coming later. Controller support now works with your choice of old school mouse mode, keyboard, joystick, or D-pad aiming. You can now play at almost any resolution you like. I intentionally made the playfield scale with the window size. That means if you have a 5200 x 1200 monitor it will be filled with Shiperoids. Also, if you're one of those weirdos that plays with there monitor rotated in the vertical position it will work that way as well. The only downside to all this awesomeness is that the file size of the game has ballooned to about 5 times the size at 35 megabytes. Along with the fancy new rendering engine I am going to need to do some major performance tweaks to get the craziness of hundreds of ships running on the screen at the same time. All and all it is coming along nicely and I will post a playable soon so I can get some feedback on the systems I do have in place and iterate on those. P.S. Happy 50th Star Trek!
Source
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