I've just uploaded a new build to the beta brach. So far it includes:
fix for enemies walking into crates and partially destructed walls
explosive crates! ːsteamhappyː
level tweaks, mostly to add explosive crates, but a few other small ones as well (Apartment, City, Forest, Cave, Desert, Alien Ship, Ascent)
bouncier critters
textured BG and more lighting in Apartment level
Going forward, I'll be posting updates about the beta branch in the following pinned discussion:
http://steamcommunity.com/app/395550/discussions/0/357287304433425902/
Best bet is to subscribe to this discussion for updates, though I may post announcements for bigger updates.
Build 1.3.3
Build 1.3.3 is now live and includes the following:
Fixes
fix for Alien Ship boss battle ending before all turrets destroyed
fix for impact effects being object-pooled with some enemies
fix for impact effects being spawned twice when enemies hit
New features/improvements
make cheat mode totally OP ;)
add power-up crate before Cave boss battle
Be sure to consult the "Known issues" discussion topic for a list of known issues introduced in previous builds: http://steamcommunity.com/app/395550/discussions/0/405693392908171145/
Buid 1.3.2
Build 1.3.2 is now live and includes the following:
Fixes
fix for missiles not colliding with ground
fix for missing music in credits
fix for crate getting stuck in ceiling in Apartment level
fix for player projectile speed scaling with difficulty setting
fix for critter range too wide (they were audible when far off-screen)
fix for Vendor level not scaling in non-16:9 aspect ratios
New features/improvements
it's now possible to brace when using keyboard/mouse (left shift)
rockets and grenades now collide with crates
crates now "degrade" (no longer one-shot) and explode with more intensity
added more destruction to Apartment level
added additional ambience to Apartment level
Be sure to consult the "Known issues" discussion topic for a list of known issues introduced in previous builds: http://steamcommunity.com/app/395550/discussions/0/405693392908171145/
Build 1.3.1
Build 1.3.1 is now live and includes the following:
Fixes
fix for inability to purchase items in vendor using keyboard/mouse controls
fix for muzzle flash stuck on if shooting at the same time as picking up a flamethrower powerup
fix for laser electroction effect spawned on solid ground
fix for pressing B on coop player select screen returning to previous menu
fix for game-breaking bug in Cave level
New features/improvements
airborne enemies now collide with ground
update to some par times/scores
integrate a few additional mastered tracks
integrate close-ups of all badasses in co-op player select and intro cinematic
Known Issues
missiles do not (yet) collide with solid ground
missing music in credits
Be sure to consult the "Known issues" discussion topic for a list of known issues introduced in previous builds: http://steamcommunity.com/app/395550/discussions/0/405693392908171145/
Build 1.2
I'm pleased to announce that this major update to Operation Hardcore is now live! A lot has gone into this update, including a significant amount of testing, but some of the new features are still being refined so please bear with us as we deal with any lingering issues (see below for a list of more prominent ones)
Fixes
rendering optimizations--the game should run a bit faster for some now
fix for game-breaking bug in City level
New features/improvements
projectiles now collide with ground (except one-way/jump-through platforms)
new intro/tutorial level
added destructible blocks to some levels (Apartment, City, Alien Ship/Boss)
new integrated/in-game vendor (no longer menu-based)
design updates to Forest, Cave, Mountain, Desert, Alien Ship, Alien Ship Boss, Super Secret
semi-opaque HUD--less distracting in dark levels
tweak to Hard/Hardcore Badass difficulty: gun troopers no longer aim
bigger explosions!
(co-op) second player now revived at end of level
Known Issues
some enemies (critters, rockets) do not yet collide with ground; further design updates are needed frst
it's possible to waste whiskey and shield in vendor (not a bug per se, but just be aware)
laser damage effect spawned on solid ground
under certain circumstances, Alien Ship Boss battle will end before all turrets have been destroyed
par times have not yet been updated to reflect recent changes/additions
Build 1.0.4
I've just uploaded build 1.0.4 to the main branch:
Fixes
fix for reduced gravity segment in Super Secret causing issues with variable jump height
fix for Alien Ship boss showing full HP until halfway through battle
New features/improvements
improved camera tracking for co-op: now tracks the average location of both players as opposed to the right-most (or top-most) player
improved recoil: no more animation glitches, recoil now affects player when jumping as well
bracing now reduces recoil (gamepad only, we're still debating how we will implement this for keyboard/mouse... suggestions welcome)
Buld 1.0.2
Just a quick note to let you know that build 1.0.2 has been promoted out of beta and into the main public branch. Here's a quick recap of what's in the build:
Fixes
fix for mouse interfering with gamepad control of menus
fix for recoil causing moving platforms to ocassionaly drop/reverse
New features/Improvements
variable jump height: tap for shorter jump, hold for longer jump
update tutorial to mention variable jump height
(gamepad) implement static movement speed for player (except in jetpack levels, for now)
(gamepad) removed axis snapping when bracing, resulting in much better precision
Build 1.0.2 (beta)
I've just uploaded a new build to the beta branch. We're going to test this over the weekend before pushing to the default public branch. Feel free to switch to the beta branch if you'd like to check it out early, though... we're especially interested in hearing what people think about the control changes (variable jump height, fixed movement speed for non-jetpack levels, etc.)
Fixes
fix for mouse interfering with gamepad control of menus
fix for recoil causing moving platforms to ocassionaly drop/reverse
New features/Improvements
variable jump height: tap for shorter jump, hold for longer jump
update tutorial to mention variable jump height
(gamepad) implement static movement speed for player (except in jetpack levels, for now)
(gamepad) removed axis snapping when bracing, resulting in much better precision
Build 1.0.1
Well, it's official: we're now in Early Access! ːsteamhappyː We've just uploaded a new build that fixes some issues we noticed in the first couple "Let's Play" videos, as well as a couple other small things:
fix for first menu item remaining selected when using mouse for menu control
fix for mouse cursor not visible in first level when using keyboard/mouse scheme
fix for trooper animations named incorrectly
enemy sorting fixes
Note that this build introduces one small quirk with menus:
when using gamepad to control menus: if the mouse is over any of the buttons, they will show as "selected" briefly (~100ms) when the menu is first loaded
We felt this was better than the above issue re: buttons staying selected when using the mouse.
Early Access
Hey all, Snug here with some big news! After much contemplation, Ricardo and I have decided to release the game in Early Access initially.
“Why?” you ask. “Isn’t the game mostly done?”. Well, yes it is, and that’s exactly why we’ve decided to pursue Early Access:
We’re at a point where we feel the game is “good enough” to release, but we don’t want to release something that’s just “good enough”, we want to release something that’s GREAT!
So, this left us with two options:
Release the game as it is, with minimal opportunity to improve it down the road (there are just some things that we wouldn’t feel right about tweaking after full release, such as level designs)
Delay the game further
We didn’t really like either of these options.
Enter Early Access.
We feel that by going this route we can maximize our chance of making something great: we’re able to get it in the hands of more players sooner, and we’re able to actually respond/react to the feedback we receive and make changes to the game accordingly. The fact that the game is already stable is a win: you’re not buying a prototype, you’re buying a nearly full game, along with the chance to help take it to the next level.
So here’s the plan:
We’re going to drop the price by $2 USD for Early Access (so, $5.99 USD, though note that the price difference between Early Access and launch will vary slightly by region)
Those who participate in Early Access will also receive a copy of the soundtrack (which will be available prior to full release)
We intend to build and foster an active community during the Early Access period (likely 2-3 months). We will be using Slack for internal dev chat and will be opening it up to those who are interested in being more actively involved in shaping the game.
We will also watch the community (reviews, discussions, etc.) very actively during this period
We hope to have the game live in Early Access within a week or two, so watch this space for another announcement.
Thanks for your interest in Operation Hardcore, we look forward to working together to make something great ːsteamhappyː