Most effort has gone towards making new entity. With level of details game has - it does take more time than making of some new entity for Star Defenders 2D would.
Screenshots include 2D mode, movable sound preset properties, glass, and settings using which glass material is made in Level Editor. Glass material does have dust particles on break - it is still something to change.
New entity does not have 3D model and probably doesn't need one. These seem to also take a lot of time to make properly so perhaps I should only do them for entities that take enough space on screen... Unless this new entity will have a boss version... It feels like it might need one.
Other than that it is sound effects and optimizations that are required due to nature of this new entity, since some kinds of it do have their own shields as well as trails.
What do you think this new entity is like?
Voice acting
Had conversation with potential voice actors (UPD: They were too busy, I've contacted others that already have their voices added in PB2 update).
Level Editor
- Added optional skipping of preloading for sounds that are never used in map;
- Access granted/denied sounds of panel board switches can be altered now using built-in and custom sounds;
- Reworked parameters panel to group properties with more logic whenever multiple different objects are selected;
- Fixed bug causing movables with destruction callback triggers to be called multiple times if movable had attachments;
- Made it possible to assign textures and custom opacity to inner surface of debris, which makes creation of glass possible;
- Made it possible to specify arbitrary width/height for walls, at least as long as they are not using mosaic fill surface type;
- Fixed bug causing destroyed walls to play start sound whenever some level logic tells them to move somewhere;
- Fixed bug causing code snippet code to be overridden with code from unrelated code snippet whenever Preview button is being pressed during code writing;
- Some basic code hinting whenever code in code snippet is being written and Ctrl + Space is being pressed;
- More of new gun class properties can be altered with code snippets now.
Gameplay
- Fixed bug causing wall debris to have holes and improper positions of debris;
- New entity type, which is the enemy and is kind of very similar to Cubes from Star Defenders 2D, but is more unique and advanced in some ways too;
- Some animations for this new entity, numerous bug fixes, particle effects, attacks, freezing logic etc.;
- Increased damage dealt to held entities/characters;
- Updated explosions logic to work properly with new entity;
- Shields can be attached to almost anything and not just grenades now;
- Fixed bug causing moving shields to ignore collisions with bullets occasionally;
- Optimized trail generation logic, along with fixing new bugs caused by that;
- Fixed bug causing rubber sound to be heard at the wrong position far from vehicle;
- Redone decal generation, hopefully optimizing its' performance even more;
- Reworked debris push logic by moving players whenever debris have low mass;
- Shields appearance optimizations, bugfixes related to that;
- Fixed bug related to bounding box of entities not including all parts of entity, which caused vehicle to pass projectiles through when one of vehicles was destroyed;
- Fixed bug related to some entities becoming unstable when game is in slow-motion;
- Fixed bug that was causing guns to fall through the floor if entity that held it did fell into the ground at high speed.
Interface
- Fixed "Confirm" pop-up window to properly react to Tab and Shft+Tab combinations.
Sound
- Redone sound of breaking glass (barrels and glass walls);
- Made sound effects for new entity (14 sound effects in total, minus 2 that aren't good enough but I'll keep them in sound library for now);
- Made alternate sound effects for shields (4 in total, but these really are just a versions of regular Quarium shield grenade shields);
- Metal break sound effects (4 in total, will be used for wheel breaking, drones breaking, anything else that is metal pretty much, with slightly different pitch perhaps).
Star Defenders 2D
There were few changes like temperature property for all entities with burning/freezing effects, damage numbers, steering wheels for flying bases and rendering engine rework just so it runs at higher frame rate.
As usually, all updates are here:
https://github.com/Eric-Gurt/StarDefenders2D/commits/main
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