Updated game to latest Unity engine release. It came out right near the end of my last update process. Decided to update it to this build since there are many changes that improve performance and stability on various platforms.
Updated Unity to 5.6.2f1.
Removed debug symbols from platform specific DLL files.
Increased the damage of player weapon projectiles.
Increased the amount of default ammo the blaster has to prevent players running out.
Fix to prevent crashes in the editor due to UI and animation.
Fixed issue where profiler would crash when the active frame was out of view.
GI: Fixed halos display when more than 64 of them.
GI: Fixed baked Area light affecting objects behind meshes where light shouldn't be present.
Linux: Fixed uninitialized screen dimensions at startup with some window managers.
Linux: Unlock cursor when switching from Locked to Confined mode.
Particles: Correctly initialize default curves, when creating new Particle Systems.
Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms.
Scene Management : Fixed an issue where objects marked as 'DoNotDestroyOnLoad' and are disabled could be deleted on scene load/unload.
SickBrick 2.02 (now with Vulkan support!)
Better engine performance in this version, and Vulkan support has been added for Windows and Linux builds. I begin work on porting Incognito next and giving it a similar treatment using Unity. Expect more updates to keep the tech in line with latest engine versions.
Updated Unity to 5.6.1f1
Serialize assets as text only to better diff on git version control.
Fixed several incompatabilties between engine versions so they work as intended in Unity 5.6
Fixed a bug with confirmation dialogs staying floating if menu button was pressed and no button clicked. The dialogs now behave as expected in regards to the menu key and what it is bound to (default is escape).
Enabled Vulkan rendering support for Windows and Linux versions, no Mac support yet. (use -force-vulkan to use warning this is still experimental and will improve)
Enabled OpenGLCore rendering support on Windows. (use -force-opengl to use)
Graphics: Support for Procedural Instancing.
Linux / SteamOS: Switched window management and input handling from X11 to SDL2 on Linux / SteamOS
For stability reasons, disabled Metal on macOS 10.12.2 and 10.12.3, if GLCore is also present in the API list.
The Enlighten solve type is now set to match the current lightmaps mode instead of always solving directional lightmaps.
Fixed broken meshes with Optimized Game Object selected.
Fixed case of erroneous bounds being calculated for SkinnedMeshRenderer when optimizing game object.
Fixed memory leak caused by disabled objects not getting removed from the render queue.
SickBrick 2.01
Some minor fixes and tweaks to work out the teething issues with porting to new engine.
Game will no longer save progress if player is dead.
Tweaked ambient sounds to be more spatially aware.
Fixed a bug where players could fall through levels by adding rigidbodies to static scene geometry that used mesh filters.
Removed a reactor prop on E1L5 where player fell through a vent. Didn't want them to accidently fall ontop of this or think they had to.
Merged geometry for a glowing light behind a grate on E1L7 that was being occluded.
Removed legacy shader from some prefabs that were still using it and converted them and optimized for standard shader in Unity 5.
Disabled fall damage on player character to prevent players dying when falling from vent with low health.
Disabled impact damage from dynamic objects. Now when bottles, bricks, barrels, and other moveable objects collide with you at high velocity they will not result in damage to the player character.
Mac and Linux versions now live! Soundtrack free with purchase!
I have uploaded the Mac and Linux builds of the game this evening and set them to be available to players. Anybody that owned SickBrick will have the Mac and Linux versions added automatically.
The new soundtrack is also free for all users who already owned SickBrick. It will be automatically included now when you purchase the game.
SickBrick 2.0 - Directors Cut Changelog
The last several months have been interesting indeed. Most of my time has been with working on this port of SickBrick into the Unity 5 engine. Do not let the word port fool you, this is a complete re-imagning of the game from the ground up. I have been working on this since December 2016.
I will be giving the other games I made Incognito and Space Trucker a similar treatment in the months to come. Another nice plus to moving into Unity 5 is cross-platform support. Currently the Windows version has been updated and the Mac and Linux universal binaries will roll out sometime later this week.
The Windows version comes in both x86 (32bit) and x86_64 (64bit) flavors. When I release the Mac and Linux versions they will be universal binaries. More information in the changelog. Take care everyone and have fun with this new version of the game!
EDIT: The Mac and Linux builds are now live. Soundtrack is also now free to all who purchase the game also, all previous players have been granted soundtrack and cross-platfrom builds.
Updated entire game from NeoAxis to Unity 5.
Replaced all enemy models with updated versions.
Replaced chainsaw with blaster pistol.
Updated soundtrack to new composer.
Removed forced tank driving levels.
Switched around a few of the later levels.
Changed end boss fight with BRICK.
Removed fan puzzles that pushed the player around and re-designed these levels.
Higher detail levels with more props and cover pieces to evade enemy fire from.
Thousands of updated models, materials, and sounds.
Redesigned HUD to put weapon data over the actual weapon and health on the left side.
Changed up the text in some of the log files to be more lore friendly and interesting to read.
Replaced old BRICK voice acting with a computer synth voice instead.
SickBrick soundtrack released!
Greetings players! Looking forward to 2017 here, I have lots of cool things planned for existing titles like SickBrick and new game ideas which I am also working on. Expect to see more content for SickBrick in 2017, as well as new features and updated engine technology.
http://store.steampowered.com/app/571300
SickBrick 1.2.2 - Changelog
Just a couple quick things and one extra feature to make loading/saving games a little nicer.
Fixed death tracking achievement to reset if you start a new game, preventing the need to start another. Thank you Supernothing for fix.
Fixed kill counter to work on other difficulty modes (would only count on normal before). Thank you dj70 and Inspiral for fix.
Made the game automatically reload from last auto-save point after the player dies and any key is pressed. Thank you Inspiral for idea.
SickBick 1.2.1 - Changelog
We have been on Steam for over a week now and things are going well by all counts! Thank you everybody who talked to us on forums, posted reviews and screenshots. It has been exciting to watch your videos and impressions on our game!
First thing this patch will address is some issues players ran into after launch. Like the tank causing crash when it drives into a map change region. Easy fix overall and surprising we never caught it in the first place. A big shout out to the user Law for finding that.
This patch will be the preliminary update for Steam workshop. We have all the code in the game client now to support it, you will notice the new main menu option right away. Over the next couple days we will enable the workshop on the actual Steam backend and submit some example levels as example of how the system works to create custom maps you can play on.
The next patch will focus on controller support and localization. More news on those items in the future!
Bug Fixes
Fixed crash when hitting a map change region as Tank and not a PlayerCharacter as it expected. Now it will return false and prevent any further code from running if you are a Tank.
Removed the ability to pause the game using system pause/break key, this was unintended behavior left over from the default NeoAxis SDK. The game can still be paused by bringing up the Steam overlay or by pressing the main menu key (Escape by default).
Level 01 will no longer create auto-save when starting new game from menu (so it will not override existing games). The auto-save for first level is now placed over the chainsaw, this way the player has to walk forward and do something to overwrite their save.
Credits map no longer auto-saves on start, meaning the last auto-save players will have is engaging BRICK in final boss fight right after the intro cut scene with him.
End credits now detaches any currently held weapon. This prevents you from hearing the chainsaw or lightning gun if you had them equipped before the credits started.
Fixed bug where you could use mouse wheel to switch between weapons during scripted cut-scenes.
Visual Fixes
Mordred (Spider Bot) has been animated. Now walks like a spider should.
Fixed hole between terrain and tunnel in level 09.
Raised shotgun ammo holders in level 06 that were in the ground.
Gameplay Fixes
Made reactor cloud on level 12 non collision and made it so the player cannot bounce off it but it will still kill the player like it did before.
Added invisible wall to level 09 near first tunnel entrance to stop players from trying to drive in that direction thinking it is where they needed to go.