What changed
0 fixes2 additions4 changes2 removals
- Gameplay
- UI and audio
- Performance
changedSpecific improvements for the demo:
changed1st mission Shows enemy missile aircraft, friendly anti air, anti projectile towers... just a lot more chaos to look at. While still impossible to lose, unless you try. fast move (help) has been moved here to conclude all the movement in the fist mission
removed3rd mission removed all the help that is now moved to mission 1+2. So this is more like a non-tutorial level decreased difficulty to prevent players from taking hours to complete the level. (Thanks to the playtester that just won on turtle grit alone. It was nice to see that this was a viable strategy)
addedStaging area added teleport + snap audio feedback level select planets automatically continue to the destination mission as soon as they move into space. (so player does not need to push as much as before to select the next mission)
removedGlobal Disabled hands are now visible with a red star visual element. This happens when the player is scaled up to full size. UI elements can still be grabbed. Cost and resource amount is now also shown as exact text vales on the shop. Audio feedback when entering a UI element (settings/help/objectives/...) Explosions are visually changed to be more performant (less dropped frames when looking at explosions)
changedFixes Explosions that did not hit a target (hit ground or anti-projectile) are now properly disposed. Where they used to linger like mines until the first interaction. Better cleanup on switching levels. This should prevent some of the occasional crashes players still ran into at the end of a mission (after succeeding or failing).
Unoffensible changes
changedSpecific improvements for the demo:
changed1st mission Shows enemy missile aircraft, friendly anti air, anti projectile towers... just a lot more chaos to look at. While still impossible to lose, unless you try. fast move (help) has been moved here to conclude all the movement in the fist mission
removed3rd mission removed all the help that is now moved to mission 1+2. So this is more like a non-tutorial level decreased difficulty to prevent players from taking hours to complete the level. (Thanks to the playtester that just won on turtle grit alone. It was nice to see that this was a viable strategy)
addedStaging area added teleport + snap audio feedback level select planets automatically continue to the destination mission as soon as they move into space. (so player does not need to push as much as before to select the next mission)
removedGlobal Disabled hands are now visible with a red star visual element. This happens when the player is scaled up to full size. UI elements can still be grabbed. Cost and resource amount is now also shown as exact text vales on the shop. Audio feedback when entering a UI element (settings/help/objectives/...) Explosions are visually changed to be more performant (less dropped frames when looking at explosions)
Specific improvements for the demo:
1st mission
Shows enemy missile aircraft, friendly anti air, anti projectile towers... just a lot more chaos to look at. While still impossible to lose, unless you try.
fast move (help) has been moved here to conclude all the movement in the fist mission
2nd mission
Includes option to build extra miner (+help).
Extra resources to mine
Includes option to build builder tower (+help)
Mission is now much more build base + unit focused
3rd mission
removed all the help that is now moved to mission 1+2. So this is more like a non-tutorial level
decreased difficulty to prevent players from taking hours to complete the level. (Thanks to the playtester that just won on turtle grit alone. It was nice to see that this was a viable strategy)
Staging area
added teleport + snap audio feedback
level select planets automatically continue to the destination mission as soon as they move into space. (so player does not need to push as much as before to select the next mission)
Global
Disabled hands are now visible with a red star visual element. This happens when the player is scaled up to full size. UI elements can still be grabbed.
Cost and resource amount is now also shown as exact text vales on the shop.
Audio feedback when entering a UI element (settings/help/objectives/...)
Explosions are visually changed to be more performant (less dropped frames when looking at explosions)
Fixes
Explosions that did not hit a target (hit ground or anti-projectile) are now properly disposed. Where they used to linger like mines until the first interaction.
Better cleanup on switching levels. This should prevent some of the occasional crashes players still ran into at the end of a mission (after succeeding or failing).
New stuff that is not in the demo:
The idea is to focus on the final game, and only update the demo version when big improvements are made to the final game. The demo can benefit from the same improvements, but the updates will have bigger spaces in between them.