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Steam News23 June 20224y ago

Build 5063 Live

Hi all, its been a long time. What originally started out as a project to improve the onboarding process, turned into a whole lot more.

Full notes

Full Starlight: Defence Command update

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

What changed

0 fixes5 additions6 changes1 removal
  • Gameplay
  • Maps
  • UI and audio
changedThe ultimate goal became about trying to get what already existed into its final form and as a result there have been quite a lot of changes/improvements. To list them all in their normal format would be quite long so instead I'm just going to provide an overview below of what has been done for the latest update.
addedVisual Update Pretty much every asset in the game has been reviewed and has either been updated or changed. This includes the tileset used to make the levels. A large part of the visual improvement comes from adding some depth to the top down view using shading and highlighting. This basically meant redrawing all the maps again which has been done.
changedAnother part of the visual update was ensuring the UI was standardised across the board. Some of the UI has also had to be changed due to trying to improve the accessibility options.
addedA new camera has been created to manage the views in the game to get a more standardised view across different resolutions. This means that those sitting at a monitor and those sitting across the room from a TV should still see the same things. This has also made the text more legible for those further away.
addedI've also added an option to adjust the GUI/Text size so those who would like a larger text format can up the scale a little.
removedWhen first starting the game now you no longer have access to all the additional 'Apps' straightaway. As you complete campaign assignments, they unlock. This means for instance, that you cannot alter or design your own towers until after the 3rd assignment.

Hi all, its been a long time. What originally started out as a project to improve the onboarding process, turned into a whole lot more.

The ultimate goal became about trying to get what already existed into its final form and as a result there have been quite a lot of changes/improvements. To list them all in their normal format would be quite long so instead I'm just going to provide an overview below of what has been done for the latest update.

Visual Update Pretty much every asset in the game has been reviewed and has either been updated or changed. This includes the tileset used to make the levels. A large part of the visual improvement comes from adding some depth to the top down view using shading and highlighting. This basically meant redrawing all the maps again which has been done.

Another part of the visual update was ensuring the UI was standardised across the board. Some of the UI has also had to be changed due to trying to improve the accessibility options.

A new camera has been created to manage the views in the game to get a more standardised view across different resolutions. This means that those sitting at a monitor and those sitting across the room from a TV should still see the same things. This has also made the text more legible for those further away.

I've also added an option to adjust the GUI/Text size so those who would like a larger text format can up the scale a little.

Story Refresh and Onboarding The existing story has had another pass to ensure that its consistent and doing everything I need it to do. There have been some minor changes to the overall story but mostly its about creating a better onboarding process.

When first starting the game now you no longer have access to all the additional 'Apps' straightaway. As you complete campaign assignments, they unlock. This means for instance, that you cannot alter or design your own towers until after the 3rd assignment.

Both the Quick-Start guide and Interactive Tutorial have been updated and improved, plus there are some additional articles in the Academy app.

As a result of both the visual and story update, a number of maps (mainly the early ones) have had their layouts and scripted elements altered.

Quality of Life Improvements There are a whole host of these ranging from small things like muting and pausing the game when you alt-tab to much larger ones like notifications around the edge of the screen to show you when something is damaged outside your view. The list is long but I would like to highlight a few.

Active paths now have pulses that run along the edge of them so that you know which routes are in use. The pulses move in the direction of travel. The same pulses are used to show flight paths too, so there's less guess work involved in where the flying bots are going.

I've added a slight delay between dialogue messages so that they cannot be accidentally skipped. If you do miss something or want to go over a dialogue again when on an Assignment, you can do so by going into AIDA's menu and selecting 'Last VT'.

Towers have had a visual update but they too have also had a some QoL improvements. With the ability to create whatever towers you want, including how you want them to look, its always been difficult to give the player

Source

Steam News / 23 June 2022

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