:SD2DGreen: As you can see in the update log below, this announcement cover a few updates; 1.0.2 has been out for a while but didn't change enough to warrant an announcement, 1.1 however brings a some changes to the king of the Hill game mode. And here's a video about it.
https://www.youtube.com/watch?v=pn3QZtqX04Q
So, a Spacewars! mode was suggested in the forums; I like the gravity mechanic and thought it would improve the king of the hill mode, and here we are. No screenwrap however, sry m8.
As said in the video: the score is very dependent on how strong the gravity applied to you is, meaning that you need to be close to the center to score faster.
Basic orbital dynamics work: burn prograde at apoapsis or periapsis to raise the other, and retrograde to do the inverse.
:SD2DHypersquare: Update 1.1.2:
- King of the Hill: Framerate fix
Update 1.1.1:
- King of the Hill: Changed Gravity formula
- King of the Hill: Changed scoring: no more zone, score based on Gravity formula
Update 1.1:
- King of the Hill: Added Gravity Well mechanic
- Race: Added Race for Space theme
Update 1.0.1:
- Race: Added Lap Counters
- Asteroid Defense: Added Ammo Counter
- Credits: Added player 2
- README: changed from .rtf to .txt
1.0
:SD2DGreen: 1.0 is here. With it comes some fixes, some additions, some tweaks, some optimisations and an overhaul of Asteroid Defence.
Sounds for the powerups and enemy destruction have been added. The effects volume and music volume mix has changed; now turning music volume to 0, turns off the automix allowing you to play with only the sounds of the effects. Minor tweaks were also made in Endlesss mode, in both solo and Co-Op: the Boss' shooting pattern depends on remaining health, and the kill multiplier drops off faster in Co-Op.Race Mode also subject to some small changes: a start delay at the beginning of the level, and a visual aid to see if you've passed a checkpoint.
A lot of the changes can be seen in Asteroid Defence: beforehand power ups would come in based on previous power spawns and a timer, and they would effect turret rotation and rate of fire. Now the power ups are spawned by the asteroids upon destruction based on RNG, but also on time for the ROF power up. However the rotation speed power up has been replaced with ammo for the shotty. This means that you can store a maximum of 12 shots for the secondary fire mode, and each power up gives back 6 shots.
Is this the last update for SD2D? No, not at all. Of course, I'll come back to fix bugs that are found, but I also intend to implement some new functionalities such as leaderboards, more music, game modes, and maybe achievements.
:SD2DHypersquare: Update 1.0:
- Sound: Disabled automix when Music Volume == 0.
- Sound: Improved Auto-Mix, and increased effects volume in auto mix.
- Sound: Added Destruction Sound.
- Sound: Added Darkenergy Pickup Sound.
- Sound: Added Extra Shield Pickup Sound.
- Race: Added Start Delay.
- Race: Added Checkpoint Flash
- Endless: Changed boss shooting behaviour
- Asteroid Defence: Rotation Speed increased
- Asteroid Defence: Rotation Speed Powerup replaced with Shotty ammo power up
- Asteroid Defence: Powerup now dropped upon asteroid destruction
- Asteroid Defence: Added Shooting and power up sounds
- Co-Op: Adjusted kill multiplier dropoff.
- Graphics: disabled some particles and background effects on Fastest
- General: removed unused, obsolete and redundant code.
Update 1.0
ːSD2DGreenː Here is 1.0, Space Drifters will have all the originally planned features and more, and later this year will come a Steam Version. This update changes the boss' shooting behaviour, adds some sounds, improves performance with the fastest graphics option, adds some options to the high settings, and removes a lot of old code giving a slight performance boost and removing some bugs.
While this is the last planned update, this isn't the last updated so any suggestions and feedback are always welcome. I've also managed to fix most of the known bugs, I'm unceratin about hit detection, but I haven't managed to reproduce the bug in a while now, most of the bugs got cleaned out last time and this update mainly fixes bugs that this update caused since I moved to the latest 4.7 build of Unity.
ːSD2DPlanetː Next I'm going to be working on the website: mainly the documentation for Space Drifers 2D, but also I'll update the DEMO. After I finished that for Space Drifters I'll be starting on some new projects, hopefully two of them will arrive on Greenlight and itch.io within the next few months.
ːSD2DHypersquareː Update 1.0:
- Sound: Disabled automix when Music Volume == 0.
- Sound: Improved Auto-Mix, and increased effects volume in auto mix.
- Sound: Added Destruction Sound.
- Sound: Added Darkenergy Pickup Sound.
- Sound: Added Extra Shield Pickup Sound.
- Race: Added Start Delay.
- Endless: Changed boss shooting behaviour
- Co-Op: Adjusted kill multiplier dropoff.
- Graphics: Added Fantastic (Vsync Off) and Max
- Graphics: disabled some particles and background effects on Fastest
- General: removed unused, obsolete and redundant code.
Update 0.9.C
:SD2DGreen:Here is the last update before 1.0. This update mainly fixes a number of bugs found in the previous version and sets up some of the next implementations that will come with 1.0.
:SD2DStar:This update has been sitting in the updatetest branch for the past week, and the only remaining bug found is the resume button in the pause canvas in 2 modes. I've also attempted to improve the responsivness of the keyboard controls: Player 1 now has the new method while Player 2 remains unchanged for comparison, and with the next update I hope to have fixed the keyboard controls. Update 1.0 will be in a test branch soon, I'll keep you posted.
:SD2DHypersquare:Update log entry in the README:
- BugFix: Versus Asteroid: Win Canvas was visible from the start.
- BugFix: PowerUps: Wrong Sprite.
- BugFix: Race: Player 1 destroyed on game launch.
- Game First Launch settings enabled.
Update 0.9.B
:SD2DStar:I've been sitting on this update for a bit longer than initially anticipated. I ran across quite a few bugs one after the other mainly due to the scope of the changes, and also it seems that the OSX version of the game was getting flagged by the anti-virus WebRoot. To fix this I've removed a couple of hidden files that my OS puts in there that have previously been found to trigger false positives. I hope this resolves the issue, and I hope the person who reported it in their deleted Review can contact me and tell me if it works.
:SD2DGreen:But now for the gameplay and visual changes.
Many of you have asked for powerups, and I wanted to add a special 'weapon'. So alongside the usual powerups of faster movement and ROF (in Asteroid Defence), and extra health in Endless I've added Dark Energy. While Dark Matter is known for holding the galaxies together when gravity can't, Dark Energy does quite the opposite. The solution to the question "how is the Universe expanding?" is now your tool to push back the stars momentarly before the universe continues to collapse on it's self. In Asteroid Defence, the powerups will orbit your planet, and in Endless they will be dropped by the Hybrid Stars.
Also with this update comes visuals for the Kill and DareDevil Multipliers: the higher the multiplier the more intense the flow around your ship. I have two versions: in Endless and Dodge there's a two part glow with one absolute glow and one dependent on highest multiplier, while in Endless Co-Op it depends only on highest multiplier.
:SD2DHypersquare:Update log entry in the README:
Update 0.9.B:
- Asteroid Defence: Added turret movement speed and ROF power ups
- Asteroid Defence: Score: Increased Value of Asteroids, Decreased Kill Multiplier Value of Asteroids.
- Endless: Added Shield and Dark Energy Power Up
- Game: Added Visuals for Kill and DareDevil Multipliers (Endless & Dodge)
- Game: cleaned up some hidden files
- Game: Score: powerup and inertia break multipliers are automatically adjusted acording to gamemode
Update 0.9.A
:SD2DGreen: It's the last stretch before 1.0, this update is just a fix for the font not being displayed everywhere, and the number display in someplaces.
:SD2DStar: Next time (0.9.B) I'm adding the Visuals to display the daredevil and kill multipliers, the power ups for Asteroid Defence and Endless, and adding the scatter gun to Asteroid Defence. After that (0.9.C) I'll figure out the new high end of scores and make new ranks to accomodate the larger scores. Along with that I'll add a new menu track, add Co-Op mode to Asteroid Defense. The result of testing 0.9.C will be the release 1.0; The final update will be to fix anybugs found in 0.9.C and then the game will be "finished".
:SD2DHypersquare: You might be wondering about achivements and leaderboards. They are planned but I want to make 1.0 without the Steam API and focus more on my next projects for a while, but I will add these features once I get the Steam API to work in my version of Unity.
:SD2DPlanet: Another feature that has been hinted at is Online Multiplayer: I can't set a date on that, but once I have decent netcode it will be added. SD2D has been quite a few 'firsts' for me, and it will be probably also be my first MP game too.
:SD2DRed: Update log entry in the README:
Update 0.9.A:
- Game: Added SD2D Font where it was missing.
- Game: Fixed number display in some game modes.
- BugFix: Player: Fixed Ship destruction Particles for dodge and asteroid defence.
Update 0.9.9
:SD2DGreen: This time it's mainly a visual update; I've added the new Font, changed the number display from 1000000 to 1,000,000 which makes scores easier to read, the destruction animation for player ships and a form of health bar for some of the enemies as suggested by the community. :SD2DRed:
:SD2DStar: I've recieved a great deal of feadback and a fair number of suggestions, for which I must thank you all. I hope to implement a couple of these suggestions in the next update, which is looking to be the penultimate update before 1.0 :SD2DPlanet:
Update log entry in the README:
Update 0.9.9:
- Game: Added SD2D Font
- Game: Improved number display
- Player: Added Ship destruction Particles
- Enemy: Added HealthCore to large enemies.
Update 0.9.8
:SD2DGreen: Dodge gets most of the focus of this update: Now, when you get close to the asteroids it increases your score multiplier.You can now reach much higher scores faster, and to accomodate this increase I've added four more ranks and the top rank is now achived with an average highscore of 5 million accross solo and co-op games and also an average of 20 for highest multipliers. Good luck with that.
Finally I've also fixed the bug where bullets shot during invulnerability stayed invulnerable and updated the Red ship's scatter gun patern. :SD2DRed:
:SD2DPlanet: Space Drifters 2D now has all the initially planned features and some more; I intend to add the last few features, clean up the files and tweak the numbers but soon v1.0 will be out and Space Drifters 2D will be out of early access.
However I still have some ideas and hopes for this game, so 1.0 isn't the last version and suggestions, feedback and bug reports will still be we welcome. :SD2DStar:
:SD2DHypersquare: Update log entry in the README:
- Dodge: Added DareDevil Zone around Asteroids
- Dodge: Entering DareDevil Zone adds 1 to DareDevil Multiplier.
- Dodge: Decreased Dare Devil Multiplier standard increase rate.
- Ranks: Added Asteroid, Planetary, Stellar, and Galactic between Rhodium and Space.
- Player 2: Updated Scatter gun.
- Bugfix: fixed bullets not hitting enemies if shot while invulnerable
Trading Cards and Update 0.9.7 (+0.9.6)
Finally the trading cards are finished and approved: There are 6 Cards, 5 Backgrounds and Emoticons :SD2DGreen: :SD2DStar: :SD2DHypersquare: :SD2DPlanet: :SD2DRed:, and the usual deal with Badges.
Another addition that has been long awaited is the fith enemy: The Hybrid Star. It has multiple layers protecting it's highly active core that will errupt when disturbed. Beware.
Finally, I've made some changes to Asteroid Defence and Dodge, to makes some tweeks and to fix some bugs. Thanks for your help :D
Update log entry in README:
Update 0.9.7:
- Invaders: Decreased asteroid orbit decay rate
- Invaders: Decreased player projectile speed
- Dodge: Increased Dare Devil Multiplier increase rate
- Bugfix: Invaders: Moved turret rotation from update(fps) to fixedupdate(physics)
This week I'm introducing the lazer instrument: it plays randomly accross the same scale as that of the Sound Track. All of the tracks are in Cm and at 100bmp, while the lazer instrument picks from the pentatonic scale.
Along with this I give you a resume button in pause menus. I've accidentally restarted too many times, and you've asked for it, so here it is.
Finally this update adds a credits screen with a sort of paint mode and a fix for the Hotline Miami track.
Update log entry in README:
- Pause Menu: Resume Option
- Sound: Player laser sound
- Fix: Soud: Hotline Space instrument balance
- Game: Added Credit