Version ”Fire Ant” is now live and changes the game in a host of ways. Aside from adding two new levels, the update also rebalances the game in a number of ways. Turrets have been differentiated more, so that they have more distinct usage situations. The enemy stat increases when they level up in the continuous mode have also been changed up, making the challenge more consistent. Lastly, the yield formula has been changed in the continuous mode.
The update also adds in a collectible in the form of mem discs, that can be found in the campaign levels. The mem discs contain brief story elements, that pieced together will give a view of the events leading up to the campaign.
Lastly, the update adds Steam leaderboards, so that your best scores in the continuous mode are saved and can be compared to those of other players around the world. For Game Jolt users, leaderboards were implemented already in the launch version of the game.
Here’s the full list of changes, fixes and additions:
- Game has been upgraded from Unity 5.5 to Unity 2017.2 which means SSAA (Res scaling),
- NGSS (shadow system) and post processing effects have been optimized.
Bugs and issues:
- Level 5 base object (the truck) has been moved to increase visibility.
- Level 5 some hexes have been moved to allow max range turrets to reach the base object.
- Fixed issue where base options in the ui would get displaced when switching res.
- Increased music fadeout speed when switching scenes.
- Adjusted post proc effects in the achievement display area.
- Fixed the heatwave effect offsetting.
- Fixed sound not playing when clicking next/previous button before last achievement in achievement display area.
New features and rebalancing:
- Two new endless mode levels, the Forest and the Overpass.
- Objectives for each level have been added to the loading screen.
- If there’s an object to protect, an indicator shows which one it is.
- Zooming has been implemented, mapped to the scroll wheel.
- Collectible story notes added to campaign levels.
- Story note reading room added in main menu.
- Song in reading room.
- Five new achievements, Give ’em hell 7+8, Prime example 7+8 and Librarian.
- Steam scoreboards implemented for continuous mode levels.
- Acid turret, Bull turret, Missile turret, Plasma turret, Rail turret, Double turret and Machinegun turret rebalanced.
- Enemy level up stats (including yields) rebalanced in endless mode.
- Bug zapper range slightly increased and damage greatly increased.
- Turrets can be rotated using the arrow keys.
- Plasma turret smoother textures.
- Level 5 DoF has been adjusted to avoid the turret at the far right position on the screen blurring.
- Level C1 DoF has been adjusted to avoid bottom turret position blurring.
- Level C1 Grass was growing through some cars.
- Level C1 Lens dirt decreased.
- Added more songs to the playlists in the continuous mode.
- Spruced up turret firing effects for plasma, sonic pulse.
- Added barrel heat on the Double turret.
- Text on game over in continuous mode adjusted to not line break.
- Increased Missile turret emission.
I’m in the process of working out some changes to the game and figured I would list the upcoming changes here. Most of this info has been published on the steam store front for Brink of Extinction as well, but also on IndieDB.
– I will spruce up some of the weapon firing effects.
– Scoreboards were planned for, but never made it into, the initial release, so these will be added also (for the continuous mode levels).
– Some background story. The game does have a bit of a story, but it is currently not conveyed in-game.
– Turret default rotation will be setable with the scroll wheel, and not only by clicking and dragging.
– Tweaking of turret stats.
– Added upgrade info into the turret showroom.
– Camera pan and/or zoom.
– Objectives listed before level starts.
– Two additional endless mode levels, one with Tesla and one without. This also means four more achievements.
The turret nerfs and buffs are as follows (although they may still be subject to change):
Acid turret: Starting HP from 500 to 450, minus 50. Starting Damage from 35 to 25, minus 10. Speed will be equivalent to that of rail (40). HP upgrade will give 125 instead of 100, damage upgrade till give 25 instead of 20. Splash range will go from 1.25 to 1.3.
Bull turret: 10 less starting damage, from 40 to 30. Damage upgrade will give 20 instead of 16. Starting HP up 50.
Plasma: Starting damage 25 instead of 20, and damage upgrade 8 instead of 10. Splash damage radius from 0.9 to 1.
Missile turret: Increased damage upgrade, from 30 to 35.
Overall, the concept is to differentiate the turrets from each other more. So the Acid turret will be stronger and have better range than rail, but is weaker. Bull turret gets a more emphasized role as high HP and strong, but is slower than machinegun turret and double turret. The double turret will remain a sort of all round turret. The plasma turret and acid turret both get splash range improvements, making them suitable for large hordes of enemies. Plasma is weaker but faster than acid. I’ve yet to decide about the cost of upgrades, and some more minor adjustments may still follow after more extensive testing.
Enemies will also get some stat tweaks, but primarily when it comes to their upgrade values, so this won’t affect the campaign, as all enemies are level 0 in the campaign. I have yet to start tweaking enemies, so a post on this will follow once I have done this.
Lastly, the game has been updated from Unity 5.5 to Unity 2017.2, which means some of the assets I use have also been updated. Since the shadow system and SSAA system were fairly new when I developed the game, these have now been updated and optimized, which means the game should run better in general also (although no complains on performance or bugs have been reported).
I have previously stated the release of this update being around February, but it might be available in January already, but no promises!
I’ve gotten the BoE builds submitted to Steam. If all goes as planned, the game will release on the 30th of November on Steam and GameJolt (although a bit of work remains on the GJ builds) for windows.
I’ve also gotten the store front for Twinstack in order and submitted for approval. This means it should be up soon. The game itself is planned to release on the 20th of December, for Windows, Mac and Linux.
On a different note, the Retro 2D Tile Set Dark now has a Light edition, available on the Asset Store.
There are some other things planned for the near future. These things will be announced pretty soon. 🙂
The Brink of Extinction store page on Steam has been submitted for review. In the meantime work will continue on some Steam achievement implementation and setting up GameJolt for achievements as well. The game looks as if it’s still on for a Nov 30th release. 🙂
Having finished the achievement display area, the game is now only further testing and some overall polish away from being completely finished. If I’m not completely mistaken, the game should be on target for a november release. 😀
The achievement area is coming along nicely. All panels have now been placed. What remains to be done is adding in all the details, decals and adding polish to the last area. On another topic, the BoE soundtrack is now all but finished – one main theme, eight in game tracks and three loops. I will go through the sound track one more time prior to release, to add some more polish and make sure they all sound alright, but with this and the achievement area the game is pretty much finished! :O
I’ve continued working on the achievement area and have finished roughly 60 percent of it now. The parking lot has been polished up so that it is as detailed as the beginning of the achievement display area. I’ve also added enemies into the scenery to make the whole thing more interesting and to add a greater reward for players getting achievements in the game.
After the parking lot, the camera now transitions to the city scape via a container wall that works well with the post apocalyptic setting of the game.
When you get through the container wall, you reach a police road block and some debris, after which you reach the last setting, the city.
There’s still some code left to do for the achievement area (panels need to display unique achievements etc.), but overall it’s all coming together nicely. Seeing everything up close also allows me to revisit models and textures and give them a final brush up before the release of the game. 🙂
Work on the achievement display area is progressing nicely. I have managed to make scenery that contains about half of the panels. The remaining half will primarily go into a city type area and in a container area. These two areas will continue from the area seen to the left here:
I’ve also started placing some of the enemies in the order you encounter them in game as a sort of bonus to the player for having unlocked more achievements. This display ended up a bit interesting:
Hopefully I should have all of this work done by the end of the weekend, which means that aside from continued testing and polishing along with half of the last remaining song, the game is actually finished! :O :O :O