We will test this version then update the default if everything goes well. Feel free to try it out, and let us know if you find any issues.
Testing Branch Updated to 0.9.7.0
The Testing Branch has been updated to version 0.9.7.0!
This is a big step towards the completion of this game. The new update will go to the default version soon, assuming it tests out okay.
New Features
This represents the full game, in terms of content.
It has 9 new levels, never before released.
There are new enemies and many more puzzling locations to explore.
It has some updated graphics, but there is more work to be done here.
Fixed a major problem where some enemies were killed and interactive objects already activated upon one's first entry into a dungeon.
There will be a full description of all the content once it is released as the default branch. For now, anyone who wants to try it should go to "Paradox Vector > Properties > Betas" and select "testing" from the drop down menu.
Right now we are concerned about all the new changes. So far they seem stable, but having play-testers always, always helps. The save/load system needs to be stress tested a bit, and there are probably plenty of potential balance issues in the untested levels.
New Price
We plan to change the price of Paradox Vector once it is ready for full release. As discussed previously, $9.99 seems to be the most likely choice. However, we are open for feedback. There will be an official announcement about this once this latest version is ready as the default game. There will be a period of 15 days or so, once the announcement is made, for anyone who wants to get the game at its Early Access price.
Issues
While this version represents the full game in terms of content, it is not a finished product yet. Aside from the requisite bugs that come with any update, we are also planning to do a lot of work on updating the look and feel of the game. More customized environment art for each dungeon, refining the story, making sure the options like screen resolution are working for everyone, all this and more will be addressed in the coming weeks before the full release.
Promotion
We want to get the word out about this game. Already, several journalists have covered the game. However, we would love to get into some of the more high profile news outlets before the full release. If you know of a journalist who might like Paradox Vector, let us know.
Your feedback is always welcome, thanks for playing!
New Gameplay Trailer
We've added a new gameplay trailer to the store page, but you can view it here:
It shows the most up to date version of Paradox Vector, with much of it's new functionality. We* hope you enjoy the direction this game is heading and will consider leaving a positive review!
We are still planning on a full release in May, or possibly June.
* in all cases assume the royal "we" is being used.
Game Updated to Version 0.9.6.4
Several new features and fixes are now available:
Save/Load Menu
The saving and loading feature has been updated significantly. You will want to start a new game for this to work, it will not load an old save file (more on this later)
Pick from 10 available slots to save and load games
Auto-save checkpoints are handled independently, and will not overwrite your saved games
Checkpoints
Checkpoints are places where the game is saved automatically. These will write to a separate save game file, and will not overwrite your manual saves.
Also, much effort was spent to ensure checkpoints actually work now. There were issues with previous attempts at using checkpoints, which cause certain enemies objects to appear after they should have been removed from a level after reloading.
Window Focus Issue
Older versions of the game would restrict mouse movement if the game lost focus, such as when pressing the "alt-tab" key combination.
The latest version (just updated at 2:24 pm Central Time) has addressed this issue
We anticipate that there may be conditions where these new features may not work exactly as planned. Still our internal testing has shown them to be working and stable. If you encounter any issues when trying to load or save games, other than trying to load an old save file (this will be addressed momentarily) please do not hesitate to write a comment or open a new discussion here.
Playing an Old Saved Game - 0.9.6.3 and Earlier
If you have an oldsaved game, and you want to continue playing it, you can easily install the "legacy" version by going to "Paradox Vector > Properties > Betas" and selecting "legacy" from the drop down menu.
Paradox Vector Updated to Version 0.9.6.3
A few issues have been addressed:
The maps now have text that highlights where certain features appear
Weapons can now be swapped with number keys 1-5
Improved Screen Resolution dialogue allows you to choose your screen size from a list instead of typing it in
Custom screen sizes are still possible
Elevators should no longer cause character to be stuck in the center
Paradox Vector Updated to 0.9.6.2
The update is here!
If you've been following our recent announcements, you'll know about the changes already. However, now they are available in the default version of the game.
New Features:
Bigger dungeons
Vents to crawl through and more secret areas
Bandoliers, hold more ammo for each weapon type - if you can find them!
Right-click to aim your weapon, improves accuracy
Maps - find maps for each dungeon, Tab to view
New enemy turrets
Enemies drop ammo and health
Improved game balance
And much more...
We hope you enjoy the changes. The game is a lot more complex and play time will have increased quite a bit since the previous default version.
A sneak preview of one of the maps
Player Feedback
As an Early Access game, We are always looking for player feedback. Don't hesitate to start a discussion if you have questions or concerns about the game. There are a lot of things that still need work, and we plan to continue these updates more regularly from now until the full release, some time in May (if everything works according to plan).
Some levels have see-through fences that highlight the presence of new areas
Preparing for Release
Before the game goes to full release, we plan on increasing the price to $9.99. The current 9 dungeons are only the beginning, there are a couple more chapters in the works, with several more dungeons/levels in each. Those will all become available at the time of full release, though we may offer the opportunity to some folks who are interested in testing them before that time.
Before we raise the price, we will make a number of announcements, so anyone who wants to get in on the Early Access price will have the opportunity to do so. If you want to get email updates about the game, sign up at http://schmidtworkshops.com/.
Also, you can always join us on our Discord Sever at: https://discord.gg/tNQF2b
Testing Branch Updated to 0.9.6.2
Another small but important update.
I improved the game in the following ways:
Crawling now slows your movement
Crawling changes your character's hit-box, so he should not get caught up (as much) in vents
Also improved jumping inside vents, which was pretty unreliable before
I was thinking to remove all the up/down sections from vents and re-work the levels a bit, but it seems to be working better now...
Player's bullet no longer stops the player if/when running
Enemy shoot range has been increased
Some small changes made to the third dungeon
Testing Branch Updated to 0.9.6.1
This was a quick fix of a possible game-breaking issue.
It seems the game could get saved with no access to ammo, and you could get stuck in a dungeon. While this would be a pretty realistic take on the genre, I decided fun was more important than realism :) and have included some access to a weapon at or near the beginning of each dungeon.
I guess it went unnoticed before, since the game was providing a surplus of ammo. Now that I have made resource management a bit more intensive, this issue became much more apparent.
Testing Branch updated to Version 0.9.6.0
This is a pretty big update and I am excited about it! Assuming all goes well, I believe this will become the default version in the near future, hopefully over the weekend some time.
New Features:
Maps
Maps - each dungeon and outdoor area now has a map. For the dungeons you will need to find the map in order to view it. Outdoor maps are available by default. Maps can only be viewed in the area they represent.
Controls
The Preferences menu has been updated to include "crawl" and "map" keys. You can now rebind these keys as needed. Crawling is set to CTRL and opening/closing the map is set to TAB by default.
Updated Balance
The last version was a bit on the easy side, and the joy of finding a little cache of ammo was almost zero. Now you will have to work a little harder to manage your resources. Enemies still release small health and ammo drops when you defeat them, but not every time, and the amounts are reduced.
I hope the game offers a challenge, but I am still open to feedback about it's difficulty.
Bug Fixes
Some of the new, bigger dungeons have caused the game to slow down a bit. I worked a lot on optimizing the rendering pipeline, and it has improved the frame rate quite a bit. I may still need to tweak it, or some how reduce the size of a few of the dungeons, as it still gets a bit on the slow side...
As always, I hope you enjoy it! Let me know what you think about the new features, and if you find any problems.
To activate the "testing" branch, go to "Paradox Vector > Properties > Betas" and select "testing" from the drop down menu.
Testing Branch Updated to 0.9.5.8
I have now updated all of the first nine dungeons. There is still some testing to do, as well as a few minor glitches to take care of before I make it the default.
This image shows the purple barrier in the center of the floor.
New Features:
The big purple barrier now turns green when you shoot all the locks.
Also, each time you shoot a lock, the game lets you know how many remain to be unlocked.
The problem with the gun not centering when aiming (right-click) has been fixed.
Since the last update, dungeons 4, 5, 8 and 9 have all been updated.
The problem with red gates being moved higher than they should has been addressed.
The some areas that were causing players to fall through the map have been fixed.