Hello wonderful space people, this update contains a whole bunch of features that have been requested by players and that I just didn't have time to implement before now. There are a couple of other fixes and features as well:
There is now an option to control the density of ships flying in the background. They can be turned off entirely or you can have quite a few flying around, it's up to you!
There are options to reset controls to defaults. Currently this will reset both Gamepad and KB+M controls to defaults at once. I may eventually get around to allowing for each to be reset individually, but this at least lets them all reset.
The compendium can now instantly be brought up any time during play or between stages by pressing the back/share/minus button on the gamepad or F1 on the keyboard.
After defeating a boss, you can manually advance past scoring instead of letting all the animations play.
At the main menu, if there is a saved run in progress you can now choose to abandon that run and start a new one.
Salvage is now sorted by type -> alphabetically -> by cost instead of by type -> by cost.
Instead of holding down the salvage button, there is a button to select multiple salvage items. It's the top face button Y/Triangle/X which is the same button that can then be pressed to select all of a category or held to select all items.
The settings for FX brightness both at the main menu and during the game are now properly saved and applied.
Point Defense Beam now properly destroys mines without triggering them, as well as no longer taking out projectiles that shouldn't be shot down as collateral.
Additionally, I have further tuned the backgrounds of most of the levels, and all the Asteroid Belt stages have activity in the background to differentiate them from each other.
Thank you so much to everyone who has given feedback and thank you as well to everyone reading this! Like I said, most of the contents of this update are directly due to feedback from players. I want to make this game the best it can be, so I hope to hear more from players about what they would like to see in the game and maybe we can make this even better!
See you again soon - IN SPACE! -Scott
1.3.5 - Easy on the Eyes
This is a smaller update containing mostly quality of life and UI fixes.
I have made further changes to the level lighting with the goal of making the action stand out more from the background. In addition to slightly dimming the backgrounds I've added a slight fill light to each level just to the ship and weapon models.
Here are some of the other fixes: Fixed: Stage timer now correctly starts when you gain control of your ship. Fixed: Run timer no longer doubles when saving and exiting a run. Fixed: Incorrect letter case on stage select menu
Have fun and see you soon - IN SPACE! -Scott
Update 1.3.4 - Achievements and Optimization, Demo Updated
After lowering the requirements for many achievements, I realized that some of these new numbers were still much higher than they should be if someone wanted to get them all before running out of content in the game. Nobody wants to keep playing a game for no reason other than grinding non-combat related stats, so I lowered all the fitting-related achievement requirements substantially.
One of the players (shoutout to Max!) had the game crash when his ship energy was at basically zero during a boss fight, and I have made a couple small code changes to the way energy charges to hopefully address this (I haven't been able to recreate the crash, but please let me know if it happens to you.)
The final boss has had a bunch of its HP shifted around. The total HP remains the same, but the distribution is more even. The Final part of the fight should now last slightly longer but the earlier parts should be slightly shorter.
I fixed the bitcrusher effect on the music that's supposed to happen when the ship is low on energy, it's much easier to tell when your capacitor is low now.
I evened out the brightness of the lighting in all the stages and their backgrounds to be more consistent. As part of this, I removed the ability to adjust the background brightness. The way it was implemented made it nearly impossible to implement a photo mode (one of the things I still hope to add eventually) and it also added a bunch of unnecessary post-processing each frame. I also removed the convolution bloom setting, as I have never quite found a balance of settings that look on average better than the standard bloom and it just tanks performance as well.
As a side effect of this I was able to change the grid under the player ship from a post-process material to an emissive transparent one (because the light levels are all the same now) and that is slightly more efficient.
Frame rates should be more stable than ever hopefully!
Thank you so much to everyone reading this far, I'll have more updates soon! Until then, have fun - IN SPACE! -Scott (Coffee Puck Games)
Update 1.3.3 - Bug Fixes
Fixed an issue where it was sometimes possible to get the score multiplier to increase past 25.
Fixed an issue where sometimes weapons could drop with incompatible mods.
Update 1.3.2 - Easier AND Harder?!
This update changes the Easy and Hard difficulties, reducing enemy projectile velocity, firing rate, and damage slightly on Easy and increasing them on Hard. The differences aren't extreme, but they add up with all the other differences to further separate the difficulties from one another.
Additionally, I fixed a visual issue where the Deimos boss appeared to be firing a massive tractor beam.
1.3.1 - Bosses don't shoot themselves down on the main menu anymore!
Fixed: Boss ships with independent turrets can no longer shoot themselves on the main menu.
Fixed: The mesh for weapon status FX now scales properly with beam weapons.
Updated the demo to the current version of the game.
Update 1.3 - Achievements Re-Balanced
I made all the achievements for this game before I knew how long they might take to accomplish or what might be a reasonable goal, and some of the numbers required for the higher levels were pretty insane.
So this update lowers the number of upgrades required and number of ships destroyed to reach the higher achievement levels. The unlocks associated with those achievements still take the same time, they were just moved to coincide with the new level of achievement associated with their requirements.
The other major changes this update are to the scoring:
The multiplier is now capped at 25x.
The clear time bonuses have been increased 2.5x
The clear time bonuses are then multiplied by the current stage number.
It's still possible to achieve very similar scores, but now there is more emphasis on clear time and less of a scoring advantage to builds featuring many smaller guns.
I hope you all have a wonderful week and I'll see you soon IN SPACE! -Scott
Update 1.2.6
There is now a timer in the upper left corner during combat showing elapsed stage time.
There is now a timer in the upper right corner between stages showing total run time.
There is an updated graphic for the collection radius that will look more consistent across resolutions and at different sizes on screen.
The counter for spinning your ship has been moved from the initial ship select to between stages for REASONS.
COMPLETELY UNRELATED, it's now possible to actually unlock the second secret weapon and equip it to your ship.
If you have already unlocked any secret weapons it is now possible to equip them from the beginning of a run. I bet you wish you had those achievements now, right Max?
On another completely unrelated note, you can go one screen past the weapon loadout to see your ship in all its rotational glory as well as that beautiful forklift sitting just up up up up up up there in the corner.
Who's to say what any of this means?
Anyways, have fun and see you soon IN SPACE! -Scott
Update 1.2.5 - Engine Exhaust Lighting Fix
Jupiter was invisible in some levels but that has been fixed.
Made changes to some engine exhaust particles spawning too many lights, should allow for a much smoother framerate for most people.
1.2.4 Final Boss Fix
Fixed an issue where the final boss could keep its invincibility when it should be vulnerable.
Also addressed a similar issue with the L1 boss could get more shield regeneration cycles than intended.