Instruments of destruction n.r.g.5/8/2023 ![]() There are 10 colors to choose from, and you can set the available paint colors per island. The first thing to note is the blue and red colored blocks are concrete, with all materials except glass being paintable. I don't know what that is, but it does demonstrate the new structural features. Previously a structure like this was impossible to build: The first wave of changes are all in and working, with just a few bugs left to iron out. WEDGES, ROTATIONAL FREEDOM, AND PAINTED BLOCKS The first large update will be focused on Structures and Island creation, with some significant changes and new features all coming at once. I'm nowhere near the finish line for the game, but it feels good to finally have an idea of what the finish line looks.Īs previously discussed, the pace of game updates is changing. Thanks to the roadmap and some recent brainstorming on where I want to take Play mode, I now have a clearer long-term plan for the game and what version 1.0 will look like. There might be changes that break previous vehicles in some way, and I'd rather get those in sooner than later. That means multi-select, copy and paste, importing multiple vehicles at once, and some level of part logic support. The next big update (0.200 will likely be the version number) will be focused on vehicle building enhancements. I'm not super-concerned about making the editors easy to use, but I definitely need to explain them in more detail so it's not as much trail-and-error. I will also be creating some structure and island editing tutorial videos on YouTube that are linked in the game. Will do a video highlighting all the new stuff for the launch, and some additional promotional stuff.Īfter 0.150, I expect to do a week or two of smaller updates based on feedback. After a couple days of additional testing and likely some fixes, the big 0.150 release is expected late next week. Workshop support ended up being the biggest task by far this time around, as supporting workshop structures within islands (which can also be on the workshop) was more complex than I first realized.Īnyway, the new version will go into a new Beta branch of the game first. Just supporting custom meshes at all, and allowing some editing of their placement/scale/rotation, was completed yesterday, along with letting you place prebuilt meshes like ramps, boxes, and spheres. Today I'll be working on the last significant feature (importing custom meshes), but that's actually one of the least difficult parts of adding custom ground meshes. Version 0.150 is finally nearing release. Vehicle part logic will be the one of main focuses of the next big update after 0.150, so it won't be a problem for too much longer. Even though I have over 15 theme ideas written down, many of them will be much better when vehicle parts have more customization and logic. There's no particular mission I'll be using, and raw speed isn't necessary, but overall driving enjoyment and cool design will be the priority.Ĭhoosing September's theme was a bit difficult. I'll be using Aries as the island for trying out the Dune Buggy entries. Handling bumps and uneven terrain is also desirable. ![]() Along with the new option to disable mini-thruster effects, making fast-moving vehicles is much easier.īut going fast isn't the only thing I'm looking for in next month's vehicles. Those changes make the Dune Buggy theme even more exciting than it might appear at first. One of the less-major changes in version 0.150 is the increased max strength of powered wheels, and the ability for wheels to propel vehicles faster than before. Thanks as always to everyone who entered! I still need to figure out a good function to auto-remap QWERTY to AZERTY keyboards and back, as that does affect a few entries, but I'll take a look at it in the post-0.150 support period. This was a very fun one to judge, and the controls were generally pretty easy to figure out. Accurate Wrecking Crane - GameMachine_Marco.
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