High Scores Screen.
Updated.
Linux Version + Steam High Scores + Update Notes:
There is now a Linux version of this game available (x64 only) for testing with the demo coming soon. The Linux version has not yet been tested on any Linux distribution.
Steam will now store the best score that you have achieved on Solar Lander and display it on the "High Score" leaderboard. The game still stores your high scores in a local file, but that will not count towards the High Score Leaderboard. The old system is likely to be removed.
Other Update Notes:
- Kill rotation toggling timer increased slightly.
- Achievement for Landing upside down Implemented.
- Achievement for first successful redock no longer requires you to land before hand.
.
Achievement Experiments Have Started:
I'm publishing an experimental build of the update early to begin working on achievements and stats. As a result, you will see "Developmental Build" in the lower right hand corner of the screen. This build is a small portion of what I want the next update to be because I am trying to implement and test achievements and stats.
Stats added (but not necessarily implemented) include things like the number of times you've crashed, the highest score you've obtained during the game, and a few other surprises.
Most of the achievements are (theoretically) implemented already and I'll be working on implementing the rest of them quickly. Please provide feedback on how the achievements are working (or not working).
A few closing notes: The command module now has an AI that will kill its rotation, there's a click sound for changing the HUD mode (mostly as a sound test right now), and the new undock, staging, and kill rotation mechanics have been implemented.
As a bonus, I changed the command module and ascent stage textures to show where the docking ports are. Just line up the pixels almost exactly and you'll be redocked.
Also, I would like feedback on how to improve the achievement thumbnails. Particularly the one modeled after NASCAR's disqualification flag. If anyone sends me a 64x64 image for any achievement, and I use it for that achievement, they will be listed in the game's credits..
Freeroam Update:
The freeroam game mode has been successfully implemented. This will allow you to start a new game where you visit planets in any order that you want, provided you have at least reached that level in the Progression mode. The same framework will be used to create tutorials and scenarios.
On top of that, there have been a few performance tweaks and bug fixes. One of the bugs that have been fixed is the one that reverses a few of the controls. I don't know when this bug was introduced, but when I discovered it, it was top priority and I thought I had fixed it in the previous update but I was wrong. There have been a few other bugs that have been fixed along the way.
For the next update, I intend to focus on adding some more sounds, some dialog, and maybe some background music to the game..
Gameplay Update Preview:
Over the past couple of months, I've been working on some more aesthetics as well as gameplay and physics updates.
Here are some screenshots of what's in store for the new updates (starting with the physics):
The unity engine has a collision buffer on 2D collisions that prevent the objects from actually touching each other. Since I couldn't reduce the buffer or scale-up the game, I simply adjusted all of the collision meshes.
Here's a screenshot of the command module being nudged by the lunar module (I advise against that). Most of the command-lunar collisions should look a lot more convincing now. A product of this is that you no longer have that "jerk" that is associated with undocking and staging.
Now for some aesthetics:
The engines now look like their doing something when their fired. I added a particle system to the engine so that you get different amounts of particles at different thrust levels. The best part is that the engine exhaust can collide with other objects. Careful not to fire your engines too close to the command module. Otherwise, you can crash the command module without even touching it!
On the topic of gameplay, I've added upgrades that will give you a variety of items to choose from. I'm still working on balancing the upgrades, but since this game is in early access, I'll let the community help me decide what needs to be tweaked in that department. Here's the upgrades screen (I may make some changes though):
For our final screenshot, we have an updated settings screen. Be aware that this is still a work-in-progress, so what you see here is going to be different than what you see when the update is launched.
As the screenshot suggests, you will be able to change stuff like the screen resolution fully within the game itself. The update screen's width matches that of the help screen, so it's more consistent with the rest of the UI. I still haven't figured out how to change joystick input settings from within the game, but there will be sound, contrary to what the screenshot would suggest.
Among what's not shown in the above screenshot is going to be an update to how controls are assigned. One button per possible assignment.
Here are some other things to be updated that are not shown in the screenshot:
- Reaction Wheel Removed
I just couldn't get a realistic reaction wheel and one that made the vehicle maneuverable. That said, vehicle control is now done exclusively with the RCS thrusters, just like the real live counterpart. And that's going to make the game a little bit harder.
- Kill Rotation Updated
The flight computer is now aware of the minimum throttle setting that'll cut-off the RCS thrusters if the throttle is below that setting. The result is a more accurate kill-rotation mechanism.
- Persistent Stage, Undock, and Kill Rotation
You will no longer have to hold down the key to undock, stage, or kill rotation to ensure the safe completion of said tasks.
- Steam Achievements and Stats
This will be the first update that will contain stats and achievement tracking. You'll get achievements for progressing through the game, being very skillful, and being very stupid.
- Mission/Story Framework
I've put in place the foundation for a story-mode and mission framework, but there are some other things I really need to get out of the way before I start flushing-out a mission set or story mode.
It will probably take a couple more months before the update is out. In the mean time, feel free to leave some feedback on what should also be improved, what needs to be fixed, or what should be added..
Game Overhaul Progress Report Video:
I am currently working on a massive overhaul of Solar Lander's systems to fix a few issues that the game has and to make it easier to develop the game in the future. Here's a video about what I'm doing with the game.
http://www.youtube.com/watch?v=JDJ8Ql3kjNk
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