Spheroid cover
Spheroid screenshot
Genre: Indie

Spheroid

Spheroid beta 11: Biggest update yet! (also the first version on Steam)

Hello! I have some exciting news (for anyone who originally got the game or saw the game on itch.io)

This is the BIGGEST update in spheroid yet! (not including updates before itch.io, the super early alpha, which i didnt ever keep track of)

Here are all the things I did in this update, in the order that I did them. Please note that changes lower in the list might in some cases be replacements of items higher in the list, or otherwise make higher items irrelevant or different. If your going to even bother reading this huge wall of text, I suggest you do so carefully.

* added an icon

* changed company name to "Fennecai Fox Creative"

* added the ability to quit to the main menu alongside the button that quits the game

* fixed an issue where the lights on the ball were still super bright on most levels when starting as the default spheroid

* fixed a game-breaking issue where the very first door wouldn't open, prohibiting any progress whatsoever....I think...

* adjusted the opening cut scene voice-acting

* made the loading screen tips text bigger

* removed a sound from the soundscape of level 1

* Switched the font of the menus to match the new spheroid logo, accept
where it would possibly be less legible than the original font.

* replaced the "Spheroid (beta)" text with a new logo on the main menu (but still made it clear this is a beta)

* improved the main menu scenery

* made some more changes to the hub's art

* adjusted the intro cut scene a little bit

* changed the sound the menu buttons make

* made subtle lighting changes so that the build didn't take the next century

* fixed an issue where the tubes in the background of level 3 were all white
(I'm honestly not sure if this happened in the previous beta 10 build, but its fixed now either way.)

* heavily optimized the "level pipe" particle effect...hopefully.

* upgraded literally everything to the Unity 2018 beta render pipeline, only to realize it screwed everything up and reverted to a very fortunate recent backup of the project i had laying around. no changes have been lost.

* level 2 now looks like plywood rather than bamboo, the way I originally intended.

* removed a piece of wood from level 2 that said "brakedown" on it due to concern that the meme this level was inspired by is too old now for anyone to know what part of it that actually was

* replaced and upgraded a few models and a lot of materials

* made changes to level 1's scenery as a result of the material upgrades

* finally actually tested the game and realized a bunch of serious issues, which i fixed

* added the steamworks api/sdk/whatever into the project's files for future use

* fixed an issue in level 1 where some hint text said "SPACE is the spacebar" or "E is the spacebar" or whatever, depending on what you had configured as your USE key.

* moved the button that quits to the hub into the "Quit" menu in the pause menu.

* fixed a potential issue with the "Vocal" audio volume slider

* adjusted the intro cut scene's voice-acting performance/sound effects

* made some more small changes to the hub's art

* baked occlusion culling for all 3 currently existing levels- this should speed things up pretty well! if not, let me know asap!

* fixed pixelation on text in some places

* fixed bad lighting in one spot of level 1

* made a hint easier to read in level 1

* heavily updated the checkpoints- you should now be able to resume a level where you left off, provided it is the most recently played level.

* completely overhauled the save system in the process - Old save data will not be loaded into the new system. sorry, itch.io version players!

* added visual grain to level 3

* removed an incredibly powerful cheat code (for technical reasons. i might re-add it later!)

* fixed a couple of terrible camera angles in level 3

* tweaked and changed the intro cutscene to "near" perfection (some stuff still NYI)

* fixed issues with the intro cutscene

* broke a huge amount of things by refactoring my code for the first time, which may or may not have negated some of the above to a degree

* re-fixed or just plain fixed all of those broken things

* added particle effects to activatable vacuum tubes and wooden doors

* lost track of what else