Gaming Your Way

May contain nuts.

Hot, hot, hot

Just a pretty minor thing to share really, but I'm really pleased with it.

With doing the inventory I can now unlock all the weapons, so I've been going through giving them a tweak here and there. The flamethrower in Outpost:Haven was always a bit crap. It didn't look good and ran really slowly, so I've been giving that some love today.

It's 90% more glowy and runs a lot smoother. With the original one we were actually firing out 3 "bullets" at a time and scaling them up, together with the ADD blendMode it was just a combination of ugly scaling and not bright enough. It just didn't look good to be honest, and caused a noticeable slow down.

With this update I've dropped it down to just one flame bullet coming out a time, reduced the amount it scales up by so no jaggy bitmaps on display. Then I've added a red glow bitmap, the one we use on fires now, and put that over the floor layer to create a real sense of light coming off that thing.
To finish it off I've re-used the red smoke effect we use on the flares ( Such as on level 3, and the outdoor levels in Outpost:Swarm ) so it has a slight blurry / smokey ambient feel to it.

If you spin around shooting it still doesn't look the best, as we're having to use bitmaps rather than a zillion particles to create the effect, but in a real game situation I doubt very much people will be doing that beyond their initial play with it when they've first bought it. Straight line shooting like in the grab above works really well.

Squize.

Comments (33) -

  • Mark

    4/26/2013 1:42:33 PM |

    That looks ace!!

    Loving all the moody lighting effects; costly in terms of performance but well worth it when used in the right way. Is that bump mapping I see on the floor immediately behind the sprite?

  • Squize

    4/26/2013 5:11:11 PM |

    Thanks mate.

    Yeah there's some bump mapping running there, although I normally have it off by default ( Works fine on my machine, but slow on nearly everyone else's for some reason, so I try not to run it all the time so I don't get too attached to it if that makes sense ). I realised I need to update the bump map for the floor in this level as it's wrong, obviously only realised that after posting the grab :)

    I'm amazed the game runs anyway near the speed it does as I keep throwing all these silly over the top effects in there and it stays steady. Flash is stupidly powerful these days, and that's without reverting to stage3D.

  • Fuego

    4/27/2013 2:45:59 AM |

    Yeah, yeah!! Now THAT is what I'm talking about! Ampin it up is good! The harder and more devastating the weapons can become, the cooler it is.
    I like it, Squize, keep it coming!

  • Fuego

    4/27/2013 2:51:28 AM |

    Put your heart and soul into the weapon process if you can, Squize. What I mean is, make them as dramatic as a movie if you wish, but make the weapons feel like they're a statement of yourself as much as possible (in regards to the amount of time you have, elbow grease and cpu-wise). How you took this flamethrower from its previous state and chopped and screwed it up to make it really flavaful, do that with the rest of the weapons. Make them all HOT, HOT, HOT!! :D

  • Fuego

    4/27/2013 3:11:41 AM |

    Squize, please don't slow the tanks down! Make 'em move as fast as before, please!

  • Squize

    4/30/2013 8:29:33 PM |

    Are the tanks slower ? I re-coded all the baddies so it's not like I can just compare by the code ( It's a lot different ). I'll have to check, although I like them being big lumbering bullet sponges.

    As to the weapons, yeah we need it to be gun porn :) I really enjoyed playing with the Vulcan again ( I've not touched it since O:Swarm ) and it feels really powerful and devastating ( Tweaked slightly as well, faster bullets now ).

    Sorry about the late reply, my weekend was tied up with the #LD48 game ( Post about it above this one ), back on O2 tomorrow. Lux has started the layout to level 8 which is looking really good, a great mixture of indoors and outdoors, and I think I'm going to code up the C4 ( My plan is that it's going to attract baddies, it'll emit some sound of sound waves which will drag them in, then boom! ).

  • Fuego

    5/1/2013 1:17:17 AM |

    Yes, man, they're slower. I really like that faster movement to really bring that fight on.
    Hope you can get it fixed up. :(
    But, nevertheless, it's up to you. I just liked them moving as fast as they did at first, felt really good, but that's me.
    I'm reading more through your comment...
    Gun porn, lol! :)
    C4!! Yes! My lovely, precious, beautiful C4!!
    I love you, Squize, lol!
    I checked the stuff and I saw tripwires. Man, I really like the way you think, I really, really do. I'm going to buy you a brew one of these days, trust me. You're not underage, are you? I hope not.
    I'll have to check that Vulcan gun. I like the assault weapon with fmj and rapid fire, it turns into a 60-round powersaw.
    Keep it up, Squize. And remember me to get you that brew next Saturday (I get paid then) via email. Take it to the bank, we're gonna have us a brew!

  • Fuego

    5/1/2013 2:54:40 AM |

    The red eyes aren't charging when you light them up, either, on level 4. :(

  • Squize

    5/2/2013 5:08:31 PM |

    I find on level 4 I'm backing off a lot with the tanks. So when they appear I shot them and walk backwards at the same time as the weapon isn't strong enough to hold them off properly, and I'm not a fan of that. I don't want the player back tracking all the time, it's just a bit shit.
    So I may speed them up and reduce their health, I'm not sure yet, I do know I want to remove that back tracking stuff though ( Maybe it's just the way I play, but I don't think so ).

    I'll double check the red eyes, I've got to go in to the code for them anyway to add the new C4 stuff ( Working on that right now ).

    And yes, I'm far from underage mate :) I'm actually out on the beer Saturday so I don't think I'll be in a fit state to do any work 'til Monday.
    ( I'm hoping to post a build tomorrow, it's got the new God Mode in for testing, I just want to get the C4 in there first to make testing worth while ).

  • Fuego

    5/2/2013 5:25:22 PM |

    Yeah, backing up all the time could be a bit boring. Speeding them up and reducing health is a good idea, but have more of them, maybe, to keep players from running and gunning all the time? To deal with tanks,  I put fmj and rapid fire on the tanks so I tear 'em up pretty fast because they're so slow. However, since we have armor, I'd definitely speed them up and make them a heck of alot more "aggressive" like the stalkers and water bugs are. But, hey, it's your call. Also, it seems the guy and the tanks have reduced speed me. The speed of the stalkers and water bugs are great like they are, just have to make sure you don't run outta ammo :-)
    You're out on the beer? Sorry, I don't quite understand what you mean.

  • Fuego

    5/2/2013 5:31:05 PM |

    Also, what are your favorite lagers? Are they sold in America also?

  • Fuego

    5/2/2013 8:33:09 PM |

    Aw, man, the stalkers aren't charging when they're lit up on lvl 2, at least. :-(
    Well, it's your call, Zedacus and I are just here for the cake. :-)

  • Squize

    5/3/2013 4:50:24 PM |

    Sorry mate, "Out on the beer" means going out drinking.

    Anyway, back to my lovely C4...

  • Zedacus

    5/3/2013 6:58:01 PM |

    Haha, almost thought you'd forgotten about me until that last post. Well, I'm still here, I know I've been gone for a while and yes I am continuously busy with school, but every once in a while I can get on here and see the news. I haven't tested for a few days now as well. But everything seemed pretty nice last I played ( just the first to levels as for some reason I couldn't load level 4 again >.<) I did, however, get a some what better video card. In fact, I didn't even have one before, I was running games off of my mother board. Haha!

    Any way, suggestions.... Hmm, I think it would be sweet to have a ton of guys coming at you constantly even while your resting just have maybe 2 or 3 guys running at you every once in a while, and then just have the option of pausing so you can go take a tinkle from all the fright. Maybe this could just be for levels that a lot of baddies are on like level four and who knows. I just like the challenge of having to kill several all the time and then maybe throw a grenade to kill a large group. Maybe that should be a swarm thing like we talked about before. Lastly, if you were to have several baddies coming at you with lower health you should throw in some big deadly baddies who will chase you and rip you apart in some levels or swarms levels, or both, whatever you decide. But to balance it out, you would have to make the turning speed much faster, like maybe a little more realistic in the sense that in real life you can turn and look behind you with a weapon quickly and shoot at whatever moves haha.

    Well, take care guys, talk to you again soon.

  • Zedacus

    5/3/2013 11:01:57 PM |

    Okay, I just tested level 4 for the second time today, this time in god mode. And I think the C4 should be able to destroy the explosive barrels around them but they don't. The trip wires will destroy any of the boxes, desks, and chairs when shot at. I think that shouldn't happen, you should be able to shoot a trip wire onto a box or something a push it in front of you. Another thing. The red lines of the trip wire kill baddies on contact. but they keep killing the baddies for a period of time. I think it should be that, as soon a one baddie touches it, the trip wire detonates, rather than having it sit there on the wall for a little while before it detonates. It would also be kinda funny and cool to be able to shoot one onto a baddie, then it is stuck and any baddies that get caught int the red line cause it to detonate and kills them both with the explosion and anything near by.

    The Flame Thrower seems to be working great.The C4 is wonderful, forget what I said about grenades. Should only have one or the other, not both. But maybe the sound waves from the C4 could activate sooner, like, as soon as fired.

    Also, I think something is missing with all bullets shot. There is no, trail behind it. Like, I think there should be some sort of barely visible trail of smoke or something from the path the bullets cross that fades away after a second or something. Remember these are just suggestions, do whatever feels right to you.

    So, the trip wires need more love, maybe smoke trail or something for all bullets, and make the C4 activate sooner.

    One last thing, when I was firing the flame thrower on baddies, sometimes they would completely spaz out and run around like crazy and others wouldn't. I did this on all of them on level 4 and same result.

    Okay, that's about all I got for you, take care!

  • Squize

    5/6/2013 3:31:29 PM |

    Hey Zed :)

    With the level design I always try and make it so it's either an arcade action type experience, or something creepy between those action bubbles.
    I always remember reading an interview with the developer of "Head over heels" ( An old Spectrum game ) and he said he had to split the levels up to either puzzle type ones or ones which required agility, as he found if he mixed the two players would get confused, and that's really stuck with me. That's why we don't have a constant stream of baddies in story mode, as it's important to give players some breathing space ( There are actually papers about this, with graphs etc. showing the best way to split these things up ).
    If you look at level 2 there's a good example, with the canteen section blowing up and forcing you forward, then you get to that top corridor and can catch your breath before we throw a boss at you.

    I thought the C4 did destroy the barrels, it should do, so I'll look into that.
    With the C4 the delay before the sound waves are triggered is deliberate, you've got to plan ahead a little with it. I always try and come up with a trade off on the weapons, you can't have any one weapon too powerful.

    The trip wires stay active once they've been triggered by a baddie for 3 seconds as I thought they may be a bit pointless if they were just a one kill thing, but I think you may be right.
    Also totally agree about having them stick to more things ( Including baddies ), I did try that but just couldn't get it to work. I'll have to go back to it if I can.

    I think we're going to stick with the invisible bullets, as we do shoot a lot out and it's partly a performance thing, and partly I just like it visually. I think if we had lots of bright bullets ( Like with the Vulcan ) it would affect the atmosphere of the game, it'd be too bright and arcade like all the time.

    Great feedback, thanks mate.

  • Fuego

    5/6/2013 4:45:58 PM |

    Hey guys, how are you doing?

    @Squize
    I agree with Zedacus, really. About changing up the levels to keep it from being stagnant, that is a really good idea. Apart from these things, I don't really see anything to add except for making stalkers charge you if you light them up; speeding up the tanks and weakening them as you suggested earlier. I loved that charge the stalkers used to do, that was more realistic.

    So, in a nutshell, my input is what Zedacus said (sans the bullet issue, as per your desires), charging stalkers once eyes are lit up and faster tanks with a little less armour as it feels best to you, that's it.
    However, is there anyway you can put in like a tracer round (a bright bullet) that spawns every 6-8 shots or so on assault rifles? That would be sweet and add greater realism to the game for a marginal performance cost.
    About the vulcan gun, perhaps you can do the same for it as the other weapons: a tracer round fires every 6-10 shots but the rest are invisible shots. Plus, it would be cool if you could put a flash on the weapon muzzles and make them brighter if you have the fmj perk installed on the weapon.

    So, in a nutshell, my input is:
    1. what Zedacus said (sans the bullet issue, as per your desires)
    2. charging stalkers once you light them up
    3. faster tanks with a little less armour as it feels best to you, that's it
    4. Tracer rounds like every 6-10 shots (random pattern, 6 shots min, 10 max before tracer round shows up) on the rifle (and other weapons too, if you so desire)
    5. Change the muzzle flash color on weapons that have fmj installed to like red-hot, orange-red hot or whatever color you think would be best to signify that the weapon is now even more devastating
    6. Implement the gun porn idea we talked about earlier
    7. Make the bugs say hello to our little friend!  www.youtube.com/watch


    @Zedacus
    Man, I thought you were gone! We haven't heard from you in a good while. Glad to know the dynamic trio is still in action.

  • Fuego

    5/6/2013 4:47:31 PM |

    That youtube link has violence and language on it, not for the kiddies, by the way. I just saw that after I posted it, sorry.

  • Fuego

    5/6/2013 4:54:00 PM |

    Crap, never mind, forget my comment about the not charging thing, it's there! I jumped when they charged me on level 2! Sorry. :-)

  • Squize

    5/6/2013 6:31:09 PM |

    Oops missed replying about the effect the flame thrower has on the baddies. That's deliberate, I wanted them to randomly ( Not very often ) just to run around on fire in pain rather than to continue trying to eat your face. After a while they'll just pop on their own.
    The facehuggers have been doing it for a while with explosions.

    I do like the idea of just showing one bullet out of say every 8 fired, but a lot of people will think that's all you're firing. You know in O:H when right at the very very start you have to shoot the door open ? ( That we replicated in O2 ). Well some people didn't get that, even though there's text explaining what to do as well as a voice over.
    We have to be very literal with things, otherwise a surprisingly large number of players don't get it and think it's a bug and take great delight in telling us in the comments it's a bug.

    We're really concerned that players won't get the back and forth in time / swapping between the characters, and I think doing a tracer bullet like effect will just be another thing I'll have to constantly answer the same way.

    So it's not that I don't like the idea, I do a lot, it's just that I think it will end up biting me on the arse.

    Also like the muzzle flash idea, also we need to improve the glow on the players sprite when you shoot, I've never been happy with that.

    Lux has started mocking up the Mechs for level 9, they're going to be awesome ! I'm really looking forward to adding them ( Won't be for a while yet though, I've just started work on level 8 as want to test that in place, then I'm going back to level 5 ).

  • Squize

    5/6/2013 6:32:17 PM |

    Also, Scarface, excellent :)

  • Fuego

    5/6/2013 6:57:18 PM |

    "I do like the idea of just showing one bullet out of say every 8 fired, but a lot of people will think that's all you're firing. You know in O:H when right at the very very start you have to shoot the door open ? ( That we replicated in O2 ). Well some people didn't get that, even though there's text explaining what to do as well as a voice over.
    We have to be very literal with things, otherwise a surprisingly large number of players don't get it and think it's a bug and take great delight in telling us in the comments it's a bug."

    *sigh* People are idiots, aren't they?

    About gun glow, I didnt think about that player glow effect from the gun - that's more innovative thinking right there! Daggone, we give you a $5 bill and you tun it into a $20!
    Those mechs sounds like a great idea.
    I really enjoy O2. Even though it has only 4 levels done so far, I like to play this game over and over again!

    I have an idea for a new enemy:
    Have stalkers that spit damaging poison as they charge in later levels so you'd better level up instead of just blitzing through the game.
    More ideas:
    How about we submit a list for new armour names? Give us the limitations you face in implementing names.
    The stronger your armour, the slower you move. The lighter your armour the faster you move.
    Have the better armours project a bigger, more clearly defined area of light in front of you, so if you get the top-notch armour, you'll have nearly a floodlight that extends from your character out to a certain distance. The better the armour, the brighter and farther the light is until you reach a certain limit.

  • Squize

    5/8/2013 4:59:20 PM |

    Yes, yes they are :)

    I don't know if you guys follow our Facebook page, if not, here's the mock up Mech design Lux posted the other day,
    fbcdn-sphotos-d-a.akamaihd.net/.../...101591_n.jpg

    We did have a spitting baddie in the first one which we need to bring back into this one. Also I had an idea for a new simple type of baddie the other day which will just be on level 7, but I want there to be 100's of them at a time.

    If you guys have ideas for armour names then yeah that'll be great, save Lux and I having to think stuff up :)

    We're not going to change players movement speed in armour, it's something I'm really against, I just don't like it as a gameplay mechanic. The armour will affect your attributes though, such as the shield and your health, then it's down to the player to mix and match to suit their play style.

    btw I improved the "flash light" the other day, it looks much better, although it's still very subtle like most of our things.

  • Fuego

    5/8/2013 5:40:18 PM |

    "We're not going to change players movement speed in armour, it's something I'm really against, I just don't like it as a gameplay mechanic. The armour will affect your attributes though, such as the shield and your health, then it's down to the player to mix and match to suit their play style."

    Truthfully, I was really just following the line of other games as they usually do. Personally, I myself agree with you, no matter how strong your armour, you maintain your speed. Makes the most sense. What about carbon constructions? Even stronger and lighter than steel, that's a real fact.

    I think I noticed a bug or two with the armours. Like the last two or three armour pieces of the chest and helmet pieces have the same level of armour effects, while the last four pieces of leg armour maintain the same armour effect. Are these bugs, or are you simply giving the player variety in their outfit pieces?

    I just checked the mechs, they look pretty cool to me. I'm looking forward to seeing what happens with them.
    The spitting baddies would be good to be implemented, definitely. About those massive numbers of insects, that's going to make for epic battles, just the way I like it. >:-D

    This project just feels right overall, you know what I mean?
    I've already contacted Zedacus about the names and will submit our list to you after compilation. I figure it would be best to just give you a good amount of names for you to use.

    I'll go ahead and contact Zedacus and get that name list generated.

  • Fuego

    5/8/2013 5:41:19 PM |

    "I'll go ahead and contact Zedacus and get that name list generated."

    I mean to erase this line from my last message, I'm waiting to hear from Zedacus now.

  • Fuego

    5/9/2013 7:58:21 PM |

    Squize, this may seem to be a bit redundant, but I was wondering if there was anyway you guys could implement multiplayer into the game. I know at first you think I mean like HALO multiplayer, but no I don't. When I say multiplayer, I mean two people in a swarm game, no more, or two people working in the same mission, no more, co-op only.
    Miniclip and Newgrounds should be able to host the multiplayer O2 since they handle other multiplayer games. But, then, I'm certain I'm missing something, so enlighten me.

  • Squize

    5/10/2013 4:57:29 PM |

    I really hope Mark in the first comment up there didn't turn on email notifications :)

    Ok, quick catch up as I've lost a couple of days to various things and could do with a good day to try and claw things back.

    With the current build, the armour numbers are wrong so please ignore them. We had quite a change after I originally coded it and we've not had chance to go back and change it yet. You know at the moment say the helmets, they only affect your shield value ? Well that's going to change, so a different helmet could affect your damage.
    Sorting this out for 15 different pieces of armour with only limited stats is a ball ache, one I've passed over to Lux :) He'll have to knock up a quick spreadsheet to do it, and just hasn't had chance yet. So thanks for flagging that up, we're on it.

    Multiplayer... our most requested feature :) Luckily I did a blog post covering it,
    blog.gamingyourway.com/.../...yer-and-Outpost.aspx
    Basically it would mean a total re-write plus a lot of expense and a lot of work. It's just not viable atm.

    One thing we're really thinking about doing, post release, is using the Starling framework ( It's a simple way to use stage3D in Flash, so everything is done on the GPU rather than the CPU ) for the game, which will be another huge re-write. Once that's done though we could push it to different platforms ( We're thinking the Ouya and GameStick first, mobile devices after that ).
    That's what I've spent the past couple of days playing with, I've changed my code editor to make it easier and updated my Flash / Air SDK's just to play with this.
    I actually had O2 running on my nexus7, albeit without Starling, and the title screen runs at 4 frames per second, hence the need to port all the display code over to Starling.

    We'd be crazy not to do a multi-player Outpost game, it will happen, we just need a safety net of cash first ( Also in all probability it'll be in Unity and therefore more than likely a 3D FPS rather than top down 2D like we have now ).

  • Fuego

    5/10/2013 5:33:58 PM |

    Outpost Haven 3d? That would be rockin.' But I'd limit it to simply two person co-op, that's it. By the way, I think Shockwave and miniclip should be working with you guys more to really boost this project.

    "...you know at the moment say the helmets, they only affect your shield value ? Well that's going to change, so a different helmet could affect your damage."

    Good stuff here. Here's an idea. Could helmets be like this: the better your helmet, the more accurate your character cold be a hitting critical parts of an insect by means of the usage of infrared or nightvision incorporated into the better helmets (in the abstract, i.e., the Jameson character himself, not the player, would be able to aim for critical parts of the bugs using the increased accuracy through things like infrared or night vision. The player him or herself won't see this, but it will be reflected in the greater damage bullets do to enemies)?
    And the better your leg armour, the faster you will move by so much of a percent?

    Take those ideas and do whatever you want with them, just something to chew on, Perhaps you can implement them, perhaps another idea (or ideas) will be spawned off them, who knows?

    About the multiplayer, I wish someone would step up about the cash. I wasn't cognizant of the fact that you'd have to do the whole doggone thing over again and the amount of dough....eh, leave that for like Outpost 3 or 4, I think, after having acquired the funds (and the willpower) to support its development. Or, maybe just like a future, limited, 4-level swarm "dlc."
    So, you guys are thinking about making this thing multiplatform? Y'know, I expected to hear this sooner or later, truthfully. I didn't think you guys were going to limit yourselves to just one platform because this game's setup seems really portable to me.

    I expect this project (not o2 itself necessarily, but the series) to expand and get ever more popular. Truthfully, I won't be the least surprised if this becomes a movie in future and its own video game, not in the least. Good stuff is good stuff.
    Starling, eh? Well, whatever decreases your workload would be a boon.

    I'm still waiting to hear from Zedacus about that list of names.

  • Squize

    5/10/2013 6:10:37 PM |

    We did work with Miniclip on Outpost:Swarm, and they're really great to work with, and I think it was a brave move of them to sponsor it as it's not their usual younger player type game.
    With something like the Ouya with it's ability to have multiple controllers dropping in local co-op would be fairly easy.

    I like your idea about the helmets, but it's a little bit 20 sided dice / RPG like, which I'm not a fan of in a shoot'em up. Again a lot of players wouldn't notice it and just bitch.
    In an ideal world ( Not sure if I've said this before ? ) we'd have an armour decal editor in the game, or as a smart phone app, and you'd be able to design your own logo's etc. and share them with people, but that won't be happing in O2 :)

    Yeah, multi-player is murder to do, it really needs funding and it makes a game so much harder to make. Also Flash did have restrictions of how it passes data ( Not sure if they're still there, I've not looked into it for ages ) which means MP games will never be as smooth as in Unity or on a console / PC because of that overhead.
    There's a reason there aren't more twitchy Flash multi-player games :)

    The multi-platform idea is really one of logistics. The amount of time we've spent on O2 we'll never make our money back, so I think we need to try and maximise what we've got and try different markets. This is partly why we're putting so much love into it, so when it comes to trying to sell different versions it doesn't look like a cheap Flash game.
    I think when playing it in full screen mode it doesn't look like a Flash game at all, which is what we're always after with all our games we've ever done.

  • Fuego

    5/10/2013 11:34:20 PM |

    Interesting post. I previously wrote a much longer post but didn't save it to notepad and accidentally closed the window (grr!!), so I'll try to replicate it again here.

    "I like your idea about the helmets, but it's a little bit 20 sided dice / RPG like, which I'm not a fan of in a shoot'em up. Again a lot of players wouldn't notice it and just bitch."

    sportscasm.com/.../picard-facepalm.jpg
    It's amazing how silly very many gamers are, isn't it?


    "The multi-platform idea is really one of logistics. The amount of time we've spent on O2 we'll never make our money back, so I think we need to try and maximise what we've got and try different markets. This is partly why we're putting so much love into it, so when it comes to trying to sell different versions it doesn't look like a cheap Flash game."

    Well, you're doing a damned fine job at making this game not look like a flash game. I can easily, very easily, see this game on Android phones and others.
    I tell you, this game really doesn't look like a cheap-@** flash game at all due to its gameplay and design. It's amazing what four guys can do compared to what big wigs generate. Truthfully, from what games I've seen on blackberries and androids, this game keeps up and even overcomes some of them.

    Do you realize that you have effectively taken a banana and made a banana split out of it? With limited resources and a restrictive platform (and feedback from two or so others), two men are generating a game that kicks the butt of some games made by big companies. Can you imagine what would happen if we had even half the human, financial and material resources large corporations have? It'd be epic, to say the least.
    We're a great team. Any other guys helping out Zedacus and/or I are not aware of?

  • Squize

    5/12/2013 5:48:28 PM |

    Cheers mate, it's good to hear positive words when you're just constantly working on one long ( Huge ) project.

    There's a hardcore little group on the Facebook page who have been great, and we have fellow devs checking out the progress and giving feedback.
    Haven launched with so many bugs that we never knew about even though we had a ton of people testing it, so we're determined that won't happen this time.

    On the development front, it's been a case of tidying things up. I've got the game down from 12.7 meg to 11.9 which I'm happy about, I've got a $5 bet with Lux the entire game will be under 15meg whereas he reckons nearer 20meg, so I'm getting very competitive about that :)
    I've speeded up the specular lighting by 15% which I'm really pleased with, I'm just about to spend a couple of hours trying to improve that even more, and some of the techniques I've used for that should be able to put into place elsewhere which will improve performance again ( On my machine I can run it fullscreen with the lighting on and it'll play around 55-60fps which is really cool. We won't be releasing it running at 60fps in Flash unfortunately, but it's good to know it can handle it ).

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