News Liste Instruments of Destruction

Mouse Controls! (kinda) and Cloudy Skies (literally)
Instruments of Destruction
05.12.23 23:54 Community Announcements
This is a slightly smaller list of changes, but an important update. No changelist this time, but each change needs a few words, so here we go.

SKY IMPROVEMENTS

I messed with some volumetric clouds, and they looked pretty good, but not worth the performance hit (about 1ms on my PC). Just using nice high-res textures turned out to work the best, with no real performance hit and a nice visual improvement. I tried messing with different visual styles of clouds, but realistic ones seemed to fit the best. The sun/moon is also now visible as a very bright sphere. If you look towards it, the post-processing adjusts appropriately. Overall, this was a nice bang-for-the-buck improvement in making the world feel better (it's also the reason why this update is 100+mb in size). There are a few things left for the UI/etc that need touching up, but this is one of the last in-world tweaks before 1.0.

MOUSE CONTROLS

This was a not-too-complex task that required balancing a lot of different issues, so there's a little clunkiness in how you make a vehicle use mouse controls. But I think the result is a good compromise. Basically this dialog handles all the mouse controls.



The majority of that dialog controls how the X/Y axis function and which controls/inputs they override. The bottom part controls which controls/inputs the mouse buttons override. Except they don't override anything, they share/piggyback on existing controls. Originally I had mouse buttons mapping normally, but this made for some awkward issues, especially for those who use Orbit cam instead of Follow cam. Instead everything mouse-related is on this popup, and the mouse controls only function when you 1) use follow cam and 2) are not using a gamepad.

I switched some of the mission vehicles to use mouse controls (the ones that fire something), but aside from Hover Hornet I think using the keyboard remains identical to before. That vehicle I felt ok changing because it never controlled great with keyboard in the first place (it's always been far better with gamepad).

SPACEBAR CHANGE!

This is a side-effect of having mouse support. I decided it was time to switch the main shortcut for starting/ending the game to ENTER instead of SPACE. The mission vehicles will be changing soon to use SPACE as the main fire/action button, and LEFT SHIFT as the main turbo/boost button. This should make the game a bit easier to pick up and play for new players.

LOGIC CODE CHANGE

Some logic stuff, particularly with things that toggle, has always been a bit buggy. I decided it was time to bite the bullet and change anything with part controls/logic that's not visual to use the same code path, and it seems to have worked. I have tested a lot of different vehicles and things seem to be working as expected (aka better than before), but please let me know if you see any logic-related glitches/etc. A link to the Steam Workshop vehicle always helps :)

[Logic also no longer runs in Build Mode. It was still doing so for a few parts.]

STEAM WORKSHOP FIX

I fixed the issue with Workshop Vehicles not having their creator names showing up (and maybe sometimes showing the wrong vehicle name). It was an easier fix than I expected, sorry that took so long.

PART COLORS

New part colors now make a little more sense. If you change the color of a part, that's the color any new part will have. It no longer cares about any parts you may have selected/highlighted, only if you changed colors. I think it also changes the default if you assign new colors in the Edit Palette menu, but that feels ok to leave as is.

NEXT UPDATE PLANS

The next update will be coming...I don't know when, sorry. I'll be working on more turrets/enemies/etc starting tomorrow, and more missions soon. It may be January before the next significant update. I'm looking forward to making lots of fun/varied missions, and development has gone pretty well the last month or so. But estimating/predicting how that will go is difficult to do with any accuracy. A new release date trailer will be coming in January/February when I have a better idea of how long it'll take to finish the game.
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Release:02.03.2022 Genre: Gelegenheits-Spiel Entwickler: Radiangames Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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Aktuelle Steam News
Neue Steam News in der ePrison Datenbank

Launch Week concludes with Version 1.03
Instruments of Destruction
1 Tag 18:35 Community Announcements
Version 1.02 Changelist
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14.05.24 22:55 Community Announcements
Version 1.01 changelist
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Version 1.0 is LIVE!
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10.05.24 11:42 Community Announcements
Version 1.0 releasing on May 10th, 2024!
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05.02.24 20:54 Community Announcements
Winter Progress Report
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22.12.23 15:51 Community Announcements
Changelist for version 0.426
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08.12.23 16:01 Community Announcements
Mouse Controls! (kinda) and Cloudy Skies (literally)
Instruments of Destruction
05.12.23 23:54 Community Announcements
Adding more life to the game (aka seagulls and turtles)
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01.12.23 21:59 Community Announcements
Update 0.415 Drops Today (That's a Pun--Vehicles Get Dropped Off Now)
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New Build Tutorial and Challenge Mode in Version 0.410
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Changelist for Version 0.402:
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26.10.23 16:44 Community Announcements
Version 0.401a changelist (vehicle naming fixes)
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22.10.23 16:32 Community Announcements
Complete Build Mode UI Makeover - Version 0.400
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Building Collapse Fixed - Version 0.301 Out Now
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Version 0.299 Now In Debug Branch
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15.08.23 19:28 Community Announcements
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Instruments of Destruction
26.07.23 15:05 Community Announcements
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10.07.23 14:51 Community Announcements
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30.05.23 13:52 Community Announcements
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Instruments of Destruction
03.05.23 18:12 Community Announcements
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Instruments of Destruction
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Instruments of Destruction
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