In this update, I have split up the second outdoor level into two parts, making them run smoother, and made a few minor changes to the outdoor areas. The basic flow of the game is unchanged. However, you will need to start a new game in order to play this latest version.
To try this latest version, go to "Paradox Vector > Properties > Betas" and select "beta" from the drop down menu. This will prompt the update. Let me know if you experience any trouble.
If you do not want to start a new game yet, keep playing the standard version.
Update 0.9.5.1
Updated content includes:
Smaller Outdoor Levels - The first outdoor area has been separated from the larger, secondary area. This makes that area run a lot smoother than before, and should not impact your frame rate as much.
I plan to split up the second area too, since it is larger than the first area, then the game will have three, similarly sized outdoor areas.
Outdoor Plants - The plants that appear on the outside terrain had a problem that caused them to not appear in large stripes when moving across the map. This has been addressed, and now plant coverage should be more uniform.
Outdoor Sounds - This was actually in the last update, but I forgot to mention it. The outside areas now have a different ambient noise, and different footstep sounds to match the more natural environment.
Update 0.9.5.0
I have uploaded the latest build of Paradox Vector.
I have added a number of new features, and am hoping to get some good feedback from players. It's just a few minor changes that I hope will add a bit of polish to the game experience.
Music I have added music to each level.
Fade in and Out Each level transition now fades in and out, preventing some of the abrupt starts and stops of previous versions. I think this can still be improved, but I am hoping it looks and feels nicer than before.
Upside Down Bridge It's just a small detail, but you may notice that the bridge between level two and three is now upside down in relation to the rest of the world.
Improved Frame Rate I added a script that should improve the frame rate, especially in the out-door level. I have more ideas I want to implement that will improve it even further in future updates.
Once these updates have been tested and finalized, I plan to start adding a lot more content to the game. I have ideas to make each level a bit longer and more complex. I also want to work on some kind of in-game menu that will show the player's progress, and maybe a map of some kind.
I'm not a huge fan of cut scenes, but I do want to have some more in-depth story telling at least at the beginning of a game, and once certain check points are reached.
For the next few weeks I hope to get a lot done here, so it's a great time to offer any feedback you might have. Of course I will also be going through all the discussion threads and making sure I have captured everything already mentioned. Reminders can't hurt though, and the more people I hear from regarding a particular issue, the more likely I will address it sooner, rather than later.
Paradox Vector takes 3rd Place in GDWC Fan Favorite Competition!
I'm so happy to announce that Paradox Vector got 3rd place in the Game Development World Championship Fan Favorite competition! Thanks for all your love and support!
The GDWC is still deciding who will win their main competition, so Paradox Vector still has a shot at that. There is nothing to do, but prayers are appreciated!
Steam Awards With that said, I would also appreciate if you'd all consider nominating this game for a Steam Award this year. I hope it might do well in the visual style category, since vector games are not too common these days.
HourADayGamer is playing Paradox Vector
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30 Achievements Added
Thanks for your patience. I have added 30 Steam Achievements over the past couple days, and was testing them out. There have been a few other minor changes as well, especially in the normal difficulty level.
Some monsters were removed, some were added. You'll see when you play...
Upcoming work
New Monster Idea I am thinking about adding a new type of monster, something big and easier to hit than the squid-spiders, but weak and non-exploding, just to add a bit more shooting to the gameplay ... I would also increase ammo and weapon capacities to compensate for this. What do you all think of this idea?
Urchin I have not found a place to add the urchin type creature yet. It will most likely be a kind of obstacle type creature, nothing that will chase the player, but something to avoid in the upcoming underground cavern levels...
Screen Resolution That's all I have for now. I will be revisiting the way the game handles screen resolution, as a player has found some kind of issue there.
Gun Stuck Also, there still is a bug where the player's gun will get stuck and will not shoot down or up. I will be looking for how to re-create this bug. If you encounter it, or are able to reproduce it, let me know.
Update 0.9.4.5
The default version of Paradox Vector has been updated to version 0.9.4.5
Here's what it includes:
Achievements
The game now has seven unique Steam Achievements
More will be added in the next updates, these are here to make sure they are working for everyone
Better Checkpoints
Some levels have automatic checkpoints at certain spots
Manual checkpoints can be set with F5
Checkpoints will now remember which monsters were killed, and should no longer respawn them
Normal Mode
Normal Mode is now the default setting when you play
Normal mode generated less monsters, and they do less damage
Hard mode still exists, but you must reach the end of the demo to unlock it
Future updates will allow you to set the difficulty in the main menu
I believe the game is going to be a bit more user friendly, less frustrating, and hopefully more fun to play! I am still looking for your feedback though. Updates should be coming more often now, so it's a great time to let me know what you're thinking!
Testing Steam Achievements
I am now in the process of testing Steam Achievements in the beta version 0.9.4.5. If you are playing the beta version, you may notice updates, or achievements appearing (or disappearing) or experience some strange things. Fear not. For it is I, the developer, merely testing things out.
You can expect this to go on for the next few days. Then, I hope to update the default game, so everyone can enjoy the new features :)
Update 0.9.4.5
I added a couple things to the beta this morning. If you want to try out the beta, right-click "Paradox Vector > Properties > Betas" and select "beta" from the drop down.
Updated Checkpoints Some of the monsters were not removed after reloading a checkpoint. Now it should work with all the monsters.
Normal and Hard Mode Currently the game will start in normal mode. This reduces the amount of damage monsters do to the player. It will also not spawn all the monsters in a given level.
Once the campaign is completed, it will unlock "Hard Mode" and those monsters will appear in the game.
Next Steps I will be adding Steam Achievements soon. I will also be adding a menu option to select the difficulty level.
Update 0.9.4.4
I have heard from a few players, some on Discord, some in private messages and I am working on some changes.
Today, the beta has been updated to version 0.9.4.4.
Checkpoints Only one issue has been tackled so far. The checkpoints will now keep track of which monsters were killed before the checkpoint was reached. So, when you reload the checkpoint, they should not pop out at you :)
Easy Mode is Coming Next, I plan to give the game a difficulty setting. Some players have complained that the game is too unforgiving right out of the gate. I can appreciate this, It is really hard for me to judge, since I designed it, and I know exactly what to expect. So in the next update, expect an easier setting that you will be able to choose.