I've set the new builds live. Once you finish a continuous level, first the scores will load, then the times.
The new patch also fixes some minor issues, like the color fade when selecting objects getting stuck and the beep noise not being affected by the SFX slider in the options menu.
I've also lowered the base price for the game from 9,99 to 7,99!
/ Dispersing Minds
Leaderboard update
Hello,
I'm still at work on the upcoming in game leaderboard update. Unfortunatly it will be a few more days until it goes live due to some issues with reliability.
I estimate the update to go live on wednesday if nothing unexpected happens!
/ Dispersing Minds
Next update
Hello,
The game will be seeing a small update in roughly a week. This update will make Steam leaderboards viewable in game as the continuous mode levels end.
There will also be some minor balance changes, primarily focused at firing rates and enemy movement speeds.
/ Dispersing Minds
Mac version live!
Hello,
Finally gotten the mac version up!
/ Dispersing Minds
Repair bug and missing emission map patch
Hello,
I found that the scorpion emission map was not enabled in their materials and that repairing turrets would sometimes not work.
I have set a patch correcting this live now.
/ Dispersing Minds
Performance patch
Hello!
I've made some further performance improvements and set the new build live.
This build should improve loading times significantly. It also adds a loading bar when the game loads assets at start to clarify that the game has not stopped.
/ Dispersing Minds
Version Fire Spider now live
Hello!
I’ve now set the builds for version Fire Spider live.
The main focus for this update has been to lower loading times, as that had become problematic over time.
The main source of the issue was leaking materials, which has now been fixed. This should lower loading times substantially. There will still be some loading times when the game first loads assets, so in particular when loading a level the first time.
This is the full list of fixes:
– Lowered the amount of objects in each object pool.
– Removed leaked materials in scenes and replaced these with global materials. This was a huge one, because the leak primarly affected decals, causing materials to be duplicated.
– Applied material property blocks to selectable and fading objects to prevent material leaks when objects fade in and out or colortransition.
– Added a fast forward button.
– Added enemy path visualisation at the beginning of the start of campaign levels.
– Fixed a bug where the screen would flash red at the beginning of each level as if taking damage.
– Optimized how sounds load.
– Optimized texture sizes.
– Optimized base localisation at start.
– Cleaned up redundant objects left in some scenes.
– Increased enemy speeds slightly.
– Increased the base turret range slightly.
– Compressed the game as LZ4HC, which will also helps loading times and lowers the size of the build.
That’s all for this time!
/ Dispersing Minds
Upcoming performance update
Hello,
Around the end of next week, the game will get an update to adress some performance issues. Primarily the update will target loading times, but I've also revamped texture usage and fixed some material leaks that can occur in Unity.
All in all, this should improve performance all around.
There will also be a handful of minor updates, like the addition of a fast forward button, path visualization at start of a level and a loading prompt after the splash screens.
/ Dispersing Minds
Unity 2018 and some fixes
Hello
I've updated the game so that it now runs on Unity 2018. This means the game should enjoy some optimizations done in the engine and some of the assets used in the game.
I've also discovered some horrendously poorly optimized code causing the long loading times at start. The game should now load faster. Some work still remains to be done, so there will be an additional update to further improve this in the near future.
The update also fixed two minor bugs:
A broken shader in level 4. This shader was not visible and as such it has been removed altogether.
A raycasting issue relating to resolution scaling and clicking notes has also been fixed.
/ Dispersing Minds
Upcoming performance update
Hello
I will be updating the game from Unity 2017 to Unity 2018 to get some further performance improvements. Testing will begin during the upcoming week and should conclude mid June, when the game will be updated.
I have a few more features to add to the game, but currently have no date for this addition.