If you have something to say but it's not worth making a new topic about, drop it here.
Thanks for the feedback. The tutorial has had some significant updates and now includes checkpoints and a speed-up hotkey that can be used to skip through the messages. I also took on board your suggestion to speed up the gun's reload time and you were dead right. It feels much better now even though it technically does no additional damage per second.
Maybe you could download again and let me know if this solved your issues and I'll keep in mind your other points of feedback for later updates.
Update 1 & 2 Notes: https://itch.io/t/60660/updates-1-2-released-update-notes
I went to fix the fuel bug you mentioned Almis, but couldn't recreate it at all. I've also never seen it. Fuel levels are stored to 4 decimal places internally, and they didn't move at all. I'm happy you're enjoying the game though. That's great and thanks for letting me know. It's important to hear both positive and negative feedback to properly balance a game
No, that's far from normal. Gravity should always pull everything towards the center of the planet no matter where you are on it.
I have seen this bug happen once before though. I was watching someone play on Twitch. They got out of their lander and fell away from the planet for no obvious reason.
It's one of those rare bugs that makes no sense. It should never happen. I imagine it's caused by some unusual combination of actions.
So don't worry. You should be able to go to the other side of the planet and not fall off.
" I enjoyed playing ... on the upper side of the planet." - Lol.
It happened twice on a small planets (those without caves) when I was flying on the right bottom side. By the way, the game really tests my greediness, and that's how it usually ends... http://imgur.com/hQzsojp http://imgur.com/aMQdPOO
And... this happends again, same circumstances: http://imgur.com/KA7VYxF . Of course, I can still get these crystals, but it becomes a bit more complicated, you know
Did you run out of fuel?
No, I'm just practiced such an option in truth. But in the process I realized that this lander is not very usefull right now - in the mineral-rich planets it is chipper just to hitch "the train of minerals" to the ship itself.
You like to experiment with what is possible I see. It's great that you do. I'm sure you'll let me know if you run into bugs while testing all this stuff out.
You'll have something new to play around with soon - hopefully by the end of next week. I've been working on a new liquid simulation to add water and even oceans to the game. It will also allow simulations of stuff like thick mud and will replace the current lava implementation that I was never fully happy with. It can also simulate stuff like quicksand that I'm planning to use on a desert biome in the future.
Here's a sneak look at progress so far: https://gfycat.com/AngelicAfraidAlaskankleekai
Of course. Never seen a big bugs (except a broken gravity, it still appears occasionally), but small ones - yea, things clipping in each other under high pressure, but its hardly fixable as i imagine, and some connections placed around enemy drop pods (and around of some zones of player ship too) become unavailable for selection (maybe they are marked as "neutral" connections?).
Water is great, but i hope a large amount of it will not eat too mach of my CPU.
(Too bad that stealing an enemy drop pod gives nothing ... sometimes in difficult terrain they do not cling to the ground)
I've run into grapple connections that become unselectable too. It's super rare so I've yet to find the cause. If you find any way to recreate that bug please let me know because then it's easy to fix.
Water is going to have a quality setting in the video options panel. On the lowest setting you will be able to disable it's dynamic surface, and then the performance hit is negligible.
Enemy drop pods do give something if you destroy them but I never expected anyone to try and lift an entire pod to the refinery ship. Is that even possible? Does it even fit into the refinery area?
About connections - you can try to connect things to legs of drop pods (http://imgur.com/pzh4l8c), they are really baggy in that matter.
"Is that even possible?"
Drop pod unfortunately is too heavy to be lifted by capsule... but Bob has friends who are always ready to help (http://imgur.com/16zFQVV). This time its doesnt work because this connection (http://imgur.com/lZTfYEV) become bagged, but you get the point - it is possible
Wow. That's ingenious. That gives me some ideas for future secrets.
Thanks for the info on the connection bug with the drop pod legs. I'll take a look at why that is happening and sort out a fix.
By the way, do you tried to land on the edge of the Lender with the upgraded boots? I mean, this is harsh drowback for upgrade, i think.
Thanks for the feedback and suggestions. I'll be looking into solving the couple of glitches you mentioned this week.
Edit: Both bugs are now fixed in Update 6.
I like that you are testing out crazy ideas and finding new bugs while doing it. I'll look at fixing them today. Expect another update before the weekend.
Update 7 is now available and the bugs you found have been fixed. You'll be pleased to know that it's now possible to grapple replicons and other objects into and inside the refinery. This proved to take far more effort than expected. Bugs were cropping up everywhere once grapples were still allowed to be connected to objects being refined. It was worth the effort though and allows for lots of interesting new gameplay possibilities both now and in the future.
Let me know if you run into any problems. Everything should be fine though.
Thanks, they're don't invade your refinery ship. Not too much... There's so peaceful up here, and hell on the ground.
Insufficient danger of high level invasion!
I've seen this too, but I wasn't sure what caused it. I think you gave me the clue I needed. Thanks for your other feedback too.
It's featurely interesting to fight with Roper only like Tri-Archid, but Limbo already did it.
I mean, spider tearing.
That's an interesting find with grapple points on the spiders. Obviously it's not game-breaking so no need for an instant fix. I'll look into it next week.
I like the cute Replicon sounds. Spiders are cute!
Seriously though, I'll try giving wasps a slightly scarier sound, and then I'll make each new enemy type sound more menacing as they are added in the future. I think it makes sense to make the more dangerous enemies sound more scary. Did you notice that the Replicon drop ships have much deeper, scarier sounds especially when they first appear?
"I think, planets and asteroids must have vary parameter of gravity for transporting differences. "
I thought the same thing when I first implemented gravity. The game already allows for different gravity per planet but it was not fun to play. It makes the game inconsistent, confusing, and sometimes even annoying. Maybe it will be used on special bosses only if it feels okay.
"Not only replicons, lava and acid drops is enemy (in addition to knocking myself to death)."
Agreed. I'm now adding lots of new content and the latest build already has new dangers. There's a plant that spits seeds that bounce around and explode. There's also a cactus that explodes it's spikes everywhere. Some objects are also now radioactive. Expect plenty more hazards like these in the final game.
"Maybe weather conditions too"
I've been thinking about weather recently. Maybe acid rain or radioactive weather. It's something I'd like to add if there is time.
Thanks for the ideas, keep them coming.
Hidden inside bases are planned for Act 3. That's been on my planned list for a long time. These will belong to the mysterious new Archic race. though not the Replicons.
The new Rask replicons already cut your ropes when they spin. You can only grapple them for about one second. They jump and spin constantly. The Rasks are the alien dragonfly spinning things. They are deadly and kill me so often. They can jump massive distances and only need to touch Bob for a split second to destroy half his health. Fighting 2-3 of them at once is super dangerous.
Enemies that can throw things? I've considered that too, and it still might happen, but I'm leaning towards a flying enemy that throws itself. Maybe something that attacks like an eagle. We already have plants that throw things in build 0.7. The new purple planets have a seed that they launch if they detect the player. This bounces around before exploding.
"Mess with cargo"? I'm not sure what you mean by that, but trying to figure it out gave me some good new ideas.
I mean, throwing your tied crystals, debris, stuff and even overthrow your Lander.
Uh, cut by rolling, as I wanna say! Yes, it's will be hard to fight in corridors... But I can make barricades against them. Maybe even take Lander inside base just like shield, cause reps don't attack uncontrolled ship. But they ram and roll, if you nearby...
I like that idea about throwing things. I'll keep that in mind when designing future replicons.
At first I thought you meant replicons that shoot things, like bullets, but I'm trying to avoid that because it would feel frustrating to be shot from off screen while zoomed in with the camera. Throwing crystals and junk at you, or just randomly throwing them around, is a neat idea though.