What changed
1 fix0 additions0 changes0 removals
fixedUpdate 1 for SRF has been published and focuses mostly on enhancing the game in miniature ways to make it a more satisfying experience. Changelog follows. - Added win sounds, clearly inspired by old arcade fighters, meant to make winning more satisfying. - Dropped fire time from 0.8 seconds to 0.7 seconds, hence making the game faster paced and AI smarter. The new shot timer should allow players to use one shot to move and the next to kill more efficiently, increasing the skill ceiling. - Increased camera shake by two thirds and cranked bloom up ever so slightly in order to add more "juice" and visual feedback to the gameplay and graphics. - Updated the "How To Play" section with info on controlling the music and scene selection. - Various small changes to seamlessly integrate the updates listed above. Expect powerups to come next update and next update to come soon™. I've just returned from Eid celebrations with my family and cranked this update out ASAP as I wanted to respond to community feedback and improve the game ever so slightly before getting into the real additions. I expected to do more with this update but noticed a mistake which caused me hours of extra work, hence not being able to get powerups out tonight, now that said backend issue is fixed, I'll have less trouble updating the game in the future.
SUPER RECOILFIGHT changes
fixedUpdate 1 for SRF has been published and focuses mostly on enhancing the game in miniature ways to make it a more satisfying experience. Changelog follows. - Added win sounds, clearly inspired by old arcade fighters, meant to make winning more satisfying. - Dropped fire time from 0.8 seconds to 0.7 seconds, hence making the game faster paced and AI smarter. The new shot timer should allow players to use one shot to move and the next to kill more efficiently, increasing the skill ceiling. - Increased camera shake by two thirds and cranked bloom up ever so slightly in order to add more "juice" and visual feedback to the gameplay and graphics. - Updated the "How To Play" section with info on controlling the music and scene selection. - Various small changes to seamlessly integrate the updates listed above. Expect powerups to come next update and next update to come soon™. I've just returned from Eid celebrations with my family and cranked this update out ASAP as I wanted to respond to community feedback and improve the game ever so slightly before getting into the real additions. I expected to do more with this update but noticed a mistake which caused me hours of extra work, hence not being able to get powerups out tonight, now that said backend issue is fixed, I'll have less trouble updating the game in the future.
Update 1 for SRF has been published and focuses mostly on enhancing the game in miniature ways to make it a more satisfying experience. Changelog follows. - Added win sounds, clearly inspired by old arcade fighters, meant to make winning more satisfying. - Dropped fire time from 0.8 seconds to 0.7 seconds, hence making the game faster paced and AI smarter. The new shot timer should allow players to use one shot to move and the next to kill more efficiently, increasing the skill ceiling. - Increased camera shake by two thirds and cranked bloom up ever so slightly in order to add more "juice" and visual feedback to the gameplay and graphics. - Updated the "How To Play" section with info on controlling the music and scene selection. - Various small changes to seamlessly integrate the updates listed above. Expect powerups to come next update and next update to come soon™. I've just returned from Eid celebrations with my family and cranked this update out ASAP as I wanted to respond to community feedback and improve the game ever so slightly before getting into the real additions. I expected to do more with this update but noticed a mistake which caused me hours of extra work, hence not being able to get powerups out tonight, now that said backend issue is fixed, I'll have less trouble updating the game in the future.