Megatect cover
Megatect screenshot
Genre: Shooter, Simulator, Sport, Indie

Megatect

v 0.26 Update

Sorry for the lack of updates recently, I've been looking for a legit job to pay the bills. but here's one now!

- new SSAO
- Added Wifi Wires
- Moved Public grids to main menu
- Fixed some bugs
- Fixed Sun Rays
- added refresh button to match list
- added auto-aim toggle in options (controls tab)
- reduced multiplayer lag for players

as always any problems let me know!

v0.25 Update!

Hey guys! Megatect v0.25 is up!

- Reduced FPS gun jitter
- much more reliable multiplayer (See Below)
- new player skins
- new gun: Stinger
- 3 new double wide blocks (more to come!)
- UI scale Option
- New Player customization window
- more vibrant colors
- new SSAO options
- less annoying menu song

KNOWN MULTIPLAYER ISSUE!
if you host a game, you must re-start Megatect before you can join or re-host another match. I'm working on it and you'll have the fix as soon as I do!

0.23.2 Update / taking a break

Hey everyone! Here's an update with some fixes and new stuff!

updated uPNP
Added Stone blocks
Added Grass Blocks
Added Statue
Fixed player offset glitch
Added Brightness slider to options
Added more Cube types
Added two new starting bases
- Grass Field
- Desert Chasm

So I had a couple of big project issues I've been fighting for the last couple of weeks and it's really left me drained. Because of this I'm going to be taking a bit of a break from working on Megatect full time and start up a side project to help keep my sanity!

I AM NOT QUITTING OR GIVING UP ON MEGATECT!


I will still be putting out updates with content such as more blocks, character skins and such but I want to avoid any major tasks for a little while.

For the side project I've recently figured out something I've been trying to do for 11 years and I want to try to flesh out a prototype. If anybody is interested in it (or if you're a fan of JSRF ;) ) I'll gladly make a sub forum about its progress!

Thanks again for all the support so far! I hope you'll stick around!

v0.23.1 - No More Launcher

Hey everyone,
Just a quick update to let you know the latest patch has dropped the launcher. It was more trouble than it was worth!

Also there's lava and acid spouts!

MAJOR Update v0.2!

Hey Everyone! Update 0.2 is available now, its a pretty big one and I think you should take a look!

Multiplayer:


Thanks to an awesome plugin being created by Karsten Megatect now runs with a uPNP punch through system, which on initial tests worked! This means public multiplayer should now FINALLY be working!
This system is still in Beta itself so if you encounter any problems connecting to hosts or having people join your matches please let me know!

Hosting a match is now done differently as well. Instead of loading a map first, you instead go to multiplayer -> host match, which will bring u pa Lobby window. From here you can load up any map regularly or create a new map, and when you want to play a different one you can go back to the main menu without everyone having to disconnect! This also ensures everyone will always load the full and proper map.

Along with multiplayer now having a shot I've overhauled the game mode system entirely and added Team deathmatch rules as well!
Right clicking the world node will now bring up a more complex list of options, Game modes will only become available to test / play when all the conditions on the checklist screen are met.

Enemy and turret spawners can use the team system as well, and yes, they will fight each other!

Build Mode:


I really want to thank Floyd^A^ for making such huge and awesome maps, thanks to those I've found a way of joining blocks to a point where block count no longer seems to effect the frame rate! on normal graphics settings I've gotten his 'Midtown Airport' map to run at 40fps, on low it hits over 70fps!

I've also added in a new Interior lighting system. While not always right it solves the issue of pitch black rooms by applying an ambient light based on the surrounding glowing blocks. This means that almost any block with a glow color will now be able to light up the area. when playing you'll see the limitations, but I feel the overall effect is more valuable for now

Here's the full list of changes. Thank you for your patience with this update, it took a while but hopefully it was worth it!

Added:
- HUGE performance boost on large maps!
- Interior Proximity Lighting System!

- Multiplayer Overhaul!
- hosting and joining all done through main menu
- new game mode props at the world node
- Deathmatch Game mode now works
- Added Team Deathmatch game mode

- added Chat lobby to main menu
- select game type from a dropdown before starting match
- select a gird after hosting to load in multiplayer

- added Teams
- Team Deathmatch game mode added
- Added Team Property to player Spawners
- added Enemy/ turret Team property to spawners
-> Enemies will fight each other!

- added Pulse Generator for timing puzzles
- New Player Skin

Changed:
- middle click now copies properties
- fixed tube collisions
- adjusted camera
- fixed bots not using jump pads in build mode
- Fixed pressure plate
- Removed fire rate on Blaster hazard
- use with pulse generator

The Multiplayer Situation

Hi everyone,

I want to explain whats going on with multiplayer currently.
In build 0.15.1 public match hosting is broken, the port forwarding solution I tried just flat out doesn't work.
I'm scouring the internet trying to find a solution, and I'll be overhauling the whole system but its gonna take some time. sorry about that :(

For right now if you'd like to host a game with friends here's how to do it.

To host:


1. the host must port forward their computer
2. Load up a map you want to play on
3. in the pause menu go to multiplayer -> host private
4. enter a password, remember its case sensitive :P
5. you can keep the port number at 15937, but turn off uPNP as that might cause problems.
6. Message your friends who want to join, tell them your username (case sensitive also) and the password you set.

To Join:


1. from the main menu go to Multiplayer -> Join Private
2. Enter the username and password sent by the host
3. Hit join. if it says "trying to connect" for a long time, either the username is wrong or the host isn't port forwarded, most likely
4. if it instead quickly fades to black and says could not connect, then the password is wrong (or the host banned you :P )
5 if it says downloading grid, then you're good to go!

Known other issues:


the Change Grid option under grid tools can be buggy, and sometimes chunks can be lost. Its recommended that you exit to the main menu, load a new map and then have your friends re-join instead. This will be different in the new system as I'm planing on having a lobby persist between the menu and grid levels, keeping everyone connected until the host manually disconnects.

I know how frustrating this is and I'm sorry its such a mess. I'm working hard to get this fixed! if you'd rather wait until then I'll be posting the update directly to steam, so you can come back when you see that!
I'll also be writing up a more detailed post about exactly what the problem is if you're interested in back end stuff

Thanks again for all the support and for your patience!
- Matt

Pay What You Want Deal!

Hey everyone!

Megatect is currently available at Indie Game Stand as a pay what you want deal!
Give at least $1 and get a Steam key!
Tell your friends!

https://indiegamestand.com/deal/

Update 0.15: Enemies!

Hey Everyone! Sorry for the silence again, AI ain't easy :P
BUT the latest update now includes some enemies! So far there's 3 types of rollers, the Bigfoot and the Rhino. While not super smart they can all navigate basic hallways, and the rollers can also use stairs!
There are two changeable options to enemy spawners, Spawn with wires only and don't roam. The first will only spawn enemies if powered by a wire, just like turrets, and the second will stop them from roaming around if no target is spotted. This is useful if they keep leaving the room you want them to stay in.
you can also press the "reset objects" button underneath the build menu to re-set all enemy spawns.

The next major thing I'll be working on is the game mode stuff. I want to get team matches together and completely fix up the game rules stuff. Once I get that working I'll be adding a team property to the spawners as well, so you can spawn these guys as your allies as well :) could be pretty fun!

Hope you like them!

Bug Fix 0.14.6

New Bug fix! Hopefully haven't created another batch of bugs with it :P

Changes:
- Updated engine to Unity 5.3.1
- Replaced text tutorial with interactive level
- Added Build menu controls
- use A and D to switch pages
- middle click will go to current hotbar selections page
- double click will quick set block to hotbar selection
- middle click to copy block also sets to blocks page
- Fixed turret aiming issues
- Fixed wall blaster using wrong projectile
- Enemy HP overlay more reliable
- Updated reflections
- Improved wire placement when overlapping object
- added tube corners and elbow bend
- improved camera sticky issues

Update v0.14.5 Multiplayer Test!

Public Multiplayer match hosting is now available!

I think I finally got that port forwarding mess somewhat sorted out, all the diagnostic tools say the port is open but without a nearby alternate network available its impossible to test properly, So I'm just trying it live haha

I'll try to keep a public match available while working, if you see it try to join!

This update also comes with re-done guns with more unique shot FX, a new gun to play with and fire and shock elemental damage!

you can also get a jetpack!