Mad Space Changelog

Mad Space 1.1, 2014-05-31

  • Cleaned up Battle.net info and added new screenshots.

Mad Space 1.0, 2014-05-31

Mad Space is now out of beta and will be submitted to Rock the Cabinet contest!

Balance

  • Decreased Twinkler secondary attack spread angle to 4 degrees (down from 5 degrees).
  • Increased EMP secondary launch velocity to 200 (up from 160).
  • Decreased Laser Drone damage to 7 (down from 8).

Bug Fixes

  • Fixed a bug where score window height wasn't always set correctly.
  • Laser Drones now slowly seek towards nearby ships as intended.
  • Seeking projectiles no longer gain extra speed if the target is moving faster with Warp Drive.

Miscellaneous

  • Added a screenshot of a vortex in the help window.
  • Grouped the screenshots in the help window into groups of two for clarity.
  • EMP secondary projectile now has a much more distinct model from primary.
  • Ship snare effect (from EMP secondary) is now much more visible.

0.26 Beta, 2014-05-30

  • Fixed a bug where an action bar tooltip sometimes got stuck if opened right after changing the item in that slot.
  • Changed loadout frame close button color from blue to grey.

0.25 Beta, 2014-05-30

  • Action bar tooltips are now anchored to the top of the action bar during the game instead of the center of the screen.
  • Added "Switch Weapon", "Use Ability", and "Red vs Blue" screenshots to the help window.
  • Added a background to the game menu.
  • Decreased the respawn time at the start of each round to 5 seconds (down from 10).
  • Added an "Edit Loadout" button above the action bar which opens the Available Tech frame in the respawn screen.

0.24 Beta, 2014-05-29

  • Added Help window which has four mini-screenshots for Movement, Primary Fire, Secondary Fire, and Capture Point. The Help window is accessible via the game menu and is automatically opened the first time a player plays the game.
  • Action bar now has tooltips even during the game.
  • When ready to respawn, the button now says "Respawn" instead of "Accept".
  • The leaderboard now displays each player's kills/deaths instead of just kills ("Kills/Deaths" is shown as tooltip).

0.23 Beta, 2014-05-29

  • The crash on quit bug should now be resolved. If Mad Space still crashes your StarCraft II, please let me know!
  • Re-enabled replay recording.
  • Re-enabled Cloak.
  • Cloak now costs no energy (down from 3), has a 15 second cooldown (up from 4), and 4 second duration (up from 3).
  • Warp Drive shadow models and Pulse Laser charging effect are no longer visible to enemies while cloaked.
  • Round end message now says " wins round !" instead of "...wins the round!"

0.22 Beta, 2014-05-28

  • Replay saving is now disabled to track down the random crash issue that's still occurring.
  • Standard score tracking is now disabled for all players (it wasn't used anyway).
  • The game now quits when clicking the "Quit" button after winning a game instead of displaying victory screen.
  • Decreased Magnet Mine arming time to 2 seconds (down from 3).
  • Increased Magnet Mine health to 100 (up from 80).
  • Magnet Mine tooltip now correctly displays arming time as a numeric value.

0.21 Beta, 2014-05-27

  • Fixed a bug where Repulsion Field would add velocity to another Repulsion Field.
  • Decreased Firefly Missile damage to 11 (down from 12).
  • Increased Laser Drone damage to 8 (up from 7).
  • Increased Homing Missile health to 40 (up from 20).
  • Vortex no longer applies transparency to units, only scales them down. This might have been the cause for a crash issue.

0.20 Beta, 2014-05-26

  • Cloak is now disabled completely as the crash on quit bug is still sometimes occurring.
  • Repulsion Field can no longer be killed by area effect damage.

0.19 Beta, 2014-05-26

  • Fixed a bug where the Repulsion Field wasn't properly targeted after using the secondary fire mode of any weapon.
  • Fixed a bug where the Shift key wasn't loaded for controls configuration from the bank save file.

0.18 Beta, 2014-05-25

  • Implemented the Repulsion Field ability that creates a field of negative gravity at a target point. The field expires after 7 seconds and its effect weakens over time. The ability has a 20 second cooldown and no energy cost.
  • Increased respawn time to 20 seconds (up from 12). The respawn time at the start of the round is now always 10 seconds.
  • Players can no longer equip tech into a tech slot that has an active cooldown.
  • Team score is now displayed in percentages instead of in absolute values.
  • Each influence star awards 1% score to a team every 20 seconds (the actual rate remains unchanged).
  • The respawn UI now has colored frames when respawn is allowed by the player and when ready to respawn.
  • Fixed a bug where action bar tech tooltip wouldn't update correctly for one item when swapping two items with each other.
  • Restored arena size radius back to the larger version now that the crash issue is resolved.

0.17 Beta, 2014-05-24

  • Cloak now uses a different system to hide the ship from enemies (no difference in practice). This might have been the cause for the random crash issue.
  • Decreased Pulse Laser damage to 15 (down from 16).
  • Decreased the maximum number of active mines a player can have to 3 (down from 6).
  • Decreased Magnet Mine pull force by 33%.
  • Decreased Magnet Mine health to 80 (down from 100).
  • Magnet Mine now has a 3 second arming time during which it doesn't seek and does no damage.
  • Score is now given every 1 / 10 game-seconds per star instead of in real-time seconds.
  • Gravity is now calculated only for planets less than 40 units away rather than 100, which makes gravity calculation faster and only marginally less precise.

0.16 Beta, 2014-05-22

  • More code cleanup to narrow down the random crash issue (which sometimes happens when quitting the map).
  • Cleaned up observer UI and enabled observers.

0.15 Beta, 2014-05-20

  • When a player respawns without Magnet Mine tech, all of that player's deployed Magnet Mines self-destruct.
  • Lots of code clean-up in the hopes of resolving the issue where a player would sometimes crash when quitting the game.
  • Added missing explosion sounds to Laser Drone, Magnet Mine, and Homing Missile.
  • Increased Firefly Missile damage to 12 (up from 10). It has become much weaker with its short range.

0.14 Beta, 2014-05-19

  • Removed Warp Drive energy cost (which was 3) and increased cooldown to 15 seconds (up from 4 seconds).
  • Increased Homing Missile energy cost to 2 (up from 1). As it turns out, abilities should not be so spammable.
  • Increased Homing Missile damage to 35 (up from 25).
  • Pulse Laser can now be targeted directly at units by clicking on them. However, the weapon requires a re-click to fire again.
  • Decreased Pulse Laser damage to 16 (down from 20).
  • Decreased Magnet Mine damage to 50 (down from 60).
  • Planets are now slightly brighter not to blend into the background so easily.
  • Cooldowns are now visualized with a pie counter.
  • Decreased arena size radius by 10% and scaled down arena layouts accordingly.
  • Decreased Magnet Mine damage to 50 (down from 60).

0.13 Beta, 2014-05-18

  • Implemented the Homing Missile ability that costs 1 energy and has a 3 second cooldown. The ability launches a Homing Missile that seeks the closest enemy ship and tries to avoid obstacles. The missile explodes on impact for 25 splash damage within radius of 1.5 or expires after 15 seconds. Splash damage weakens over distance.
  • Increased ship maximum speed back to 100 (up from 90).
  • Increased Defensive Matrix cooldown to 20 seconds (up from 15) and duration to 4 seconds (up from 3).

0.12 Beta, 2014-05-18

  • Two of the three capture points now only have three influence stars instead of five. The five star capture point is slightly larger.
  • Decreased score to win a round to 200 (down from 250), as there are now less stars to gain score from.
  • Magnet Mine now does area damage on a radius of 2 instead of single target damage.
  • Decreased Pulse Laser damage from 22 to 20.
  • Players now take damage from their own projectiles. This makes heavy explosives not the ideal choice for close quarters combat.
  • Added a lobby option to turn on Friendly Fire by the game host.
  • Friendly Fire state is visible in the respawn screen info area.
  • Respawn screen info text is now only visible while the game menu is open.
  • Increased score window label width to fit in the labels on all aspect ratios.
  • The game menu no longer automatically opens after a player dies.

0.11 Beta, 2014-05-17

  • Decreased Twinkler damage to 8 (down from 9).
  • Capture point capture rate per player now depends on the number of active players in a team rather than the number of players in that team at the start of the round.
  • Magnet Mines are now attracted towards cloaked ships. Because magnets.

0.10 Beta, 2014-05-17

  • Fixed a bug where the leaderboard was showing duplicates of players at the bottom.
  • Fixed a bug where an invisible script error would sometimes occur when a player quit the game. This might have been the cause for a random crash issue.

0.9 Beta, 2014-05-17

  • A player can have a maximum of 6 mines deployed at a time. When an excess mine is deployed, the oldest one self-destructs.
  • Magnet Mines now try to remain in the position where they were spawned at, slowly accelerating towards that point.
  • Increased energy cost to 2 (up from 1).
  • Increased pull strength by 100%.
  • Increased duration to 120 sec (up from 15 sec).
  • Increased health to 100 (up from 50).
  • Increased collision radius to 0.5 (up from 0.375).
  • Changed model, deploy sound, and icon.
  • EMP orbs will no longer destroy the mine instantly, but instead damages it (if hostile) and applies explosion force. Send them flying!
  • Updated the loading screen.

0.8 Beta, 2014-05-16

  • Magnet Mines are now slightly brighter.
  • Decreased Firefly Missiles projectile duration to 0.5 sec (down from 1 sec). This gives the weapon shorter range.
  • Increased the width of player name label on the score screen to fit longer player names in.
  • Added "Best of 3" text and team round victories next to it above the team score UI frame at the top of the screen.

0.7 Beta, 2014-05-16

  • Implemented the Magnet Mine ability that deploys a Magnet Mine that moves slowly when idle, but quickly accelerates towards nearby enemy ships and pulls them closer. The mine does 40 damage on impact or expires after 15 seconds.
  • Cloaked ships are no longer visible to enemies on the minimap.
  • Decreased Laser Drone collision radius to 0.375 (down from 0.4375).
  • Fixed a bug where gravity wasn't properly calculated for the entire arena.

0.6 Beta, 2014-05-15

  • The game now ends to victory of the remaining team if there are no players in the enemy team.
  • The number of active players in a team is now counted at the start of each round. This affects capture point capture speed.
  • Implemented the Cloak ability. It costs 3 energy and cloaks the ship for 3 seconds (with a 3 second cooldown).
  • Increased Defensive Matrix cooldown to 15 seconds (up from 10).
  • Decreased Firefly Missiles secondary damage to 12 (down from 16). It was way too powerful.
  • Increased Pulse Laser range to 25 (up from 20) and decreased its damage back to 22 (down from 25).
  • Increased Twinkler damage to 9 (up from 8).
  • The game mode is Bo3 (Best of 3) again, as Bo5 easily causes unbalanced teams when players leave during the game.
  • Weapon and ability tooltips are now forced hidden while not in the respawn screen (they sometimes got stuck).
  • Decreased ship respawn time to 12 seconds (down from 15).

0.5 Beta, 2014-05-15

  • Fixed a bug where a player's kills were set to -1 when the player left the game (leftover from an earlier scoring mechanic).
  • Since ships die too slowly and Firefly Missiles is slightly more powerful than other weapons, a buff for the other weapons is in order.
    • Increased Twinkler launch velocity to 350 (up from 315).
    • Increased Pulse Laser damage to 25 (up from 22).
    • Increased EMP primary damage to 54 (up from 50) and secondary damage to 36 (up from 35).
    • Increased Laser Drone damage to 7 (up from 6).
  • Decreased ship shield regeneration rate to 8 per second (down from 10).
  • Decreased score to win a round to 250 (down from 300).
  • Arenas are now shuffled at the start of the game so that a different arena is chosen for each round.
  • Renamed the Test Arena arena as Beta Sector.
  • Created new arena layouts: The Reactor, Drone Cluster, Yggdrasil, and Alpha Sector.

0.4 Beta, 2014-05-15

  • Increased arena radius from 112 to 144. Combat focuses on capture points anyway and bigger arena will help making death more meaningful. It now takes a couple of seconds longer to calculate gravity when the round begins, but that's a price that must be paid!
  • Modified the Test Arena layout to match the new arena size.
  • Decreased ship maximum speed from 100 to 90. Ships were able to move across the arena too quickly (even though the size was increased) and dodged projectiles too easily.

0.3 Beta, 2014-05-14

  • Fixed a bug where capture point minimap color wouldn't properly reset when the round ended.
  • The game is now Best of 5 instead of Beast of 3 (the first team to 3 round victories wins the game).

0.2 Beta, 2014-05-14

  • Warp Drive shadow model now uses the player's team color instead of player color as intended.
  • Updated Battle.net info page with new screenshots.

0.1 Beta, 2014-05-14

  • Moved the chat higher out of the way of the minimap title frame.
  • Made score board round info labels wider to properly fit round score in them.
  • Increased score to win to 300 (up from 200).

Alpha 00138, 2014-05-13

  • Tweaked the UI:
    • Increased minimap and leaderboard size from 270 to 300.
    • Reduces the gap between them and screen border.
    • Decreased status bar length so that they properly fit on narrow aspect ratios with the new minimap & leaderboard sizes.
    • Added round time display to minimap title frame.
  • Planets now have random rotation instead of defined by the arena layout.
  • Added loading screen and Battle.net icon by DiCola.
  • Changed game mode lobby text to "Area Capture" instead of "Team DM" and updated description.

Alpha 00137, 2014-05-08

  • Created a new minimalistic ship model and made the player color glow around the ship more apparent.
  • Added a button to toggle the in-game menu next to the default UI menu buttons at top-right of the UI.
  • Created new visuals for Warp Drive similar to the SC2 High Templar shadow effect.
  • Implemented functions to mirror points relative to a point or a line in order to make symmetric arenas.
  • Increased ship maximum speed from 74 to 100. It should now be easier to hit enemies of importance considering they must stay within a capture zone to make progress in the game.
  • Increased black hole mass from 350 to 500.
  • Increased arena diameter from 96 to 112 (outer size from 112 to 128).

Alpha 00136, 2014-05-07

  • Loadout selection now has a border for the inventory and a title that says "Available Tech" to make it apparent that those icons are not currently equipped.
  • Added an HDR muzzle flash effect to ships when they fire their weapons.
  • Lowered area capture rate by 50% (it was way too fast).
  • Projectiles can now have separate damage for primary and secondary fire mode.
  • Firefly missile primary mode now does 10 damage per missile (down from 12) and secondary 16 per missile (up from 12).
  • Increased Firefly Missile collision radius to 0.1875 (up from 0.125).
  • Decreased capture zone radius to 12 (down from 15).
  • Pulse Laser now does double damage to projectiles and crates.
  • Firefly Missiles secondary mode projectiles are no longer destroyed instantly when the invisible parent projectile dies, but are applied a short timed life buff instead (the same one with the primary mode).
  • Implemented Best of X (can't be changed from 3 for now) game mechanic where the game will end once a team reaches the required number of rounds to win. When the game ends, the "Ready" button text changes to "Quit", and pressing the button shows the Victory / Defeat screen based on the player's team.
  • Added How to Play text to Battle.net info.
  • Increased mass of planets by approximately 10% to make gravity more apparent. This will negatively affect aiming, and playtesting will tell if the change was too drastic.

Alpha 00135, 2014-05-06

  • Implemented static arena layouts and created one test layout.
  • Implemented team specific respawn planets that are shown in team color.
  • Each arena layout has a name that is displayed above the minimap.
  • Updated leaderboard layout to display caption in a separate frame like the map name is displayed above minimap.
  • Fixed chat bar layout to properly show chat help label.
  • Ships now have life and shield bars visible when damaged.
  • Added Capture Influence statistic on the scoreboard. It measures how much influence the player gained for capture zones during the round.
  • The total number of influence stars each team has is now displayed below the team's score at the top center of the UI.
  • Weapon cooldowns no longer reset when the ship is destroyed.

Alpha 00134, 2014-05-05

  • Experimented with planet and capture zone visuals.
  • Planet atmosphere model now always faces the camera to seem like an atmosphere.
  • Added an outer glow to capture zone and atmosphere textures to make them more visually appealing.
  • Fixed a bug where capture zone color wouldn't blend properly.

Alpha 00133, 2014-05-04

  • Implemented the rest of the capture zone mechanics: Capture zones are now represented as a glowing outline model which changes its team color based on which team has higher presence of ship within the zone. The glow also slightly pulses between light and dark. Capture zones are also displayed on the minimap.

Alpha 00132, 2014-04-08

  • Continued work on capture zone mechanics: Each capture zone now has a progress indicator of five star models that are rendered on foreground (above ships and planets). Whenever a team makes 20% capture progress, one of the stars is lit with that team's color. Red team starts lighting up stars from the left and blue team from the right.

Alpha 00131, 2014-02-12

  • Finished the first stage of capture zone mechanics: Each zone starts at neutral control and both teams can gain progress to the zone by ship presence in the zone. When the sum of the teams' progress reaches 100%, the teams start to compete for progress based on the ratio of each team's ship presence in the zone.

Alpha 00130, 2014-02-10

  • Began to implement capture zone mechanics. Capture zone is visible as a circle in the map.

Alpha 00130, 2014-02-09

  • The center menu can now be brought up by pressing Escape while in-game.
  • Added a "Return to Game" button to the center menu that is only visible while in-game.
  • Removed the corner menu.

Alpha 00129, 2014-02-07

  • The Help Menu Button is now hidden (since there is no help).

Alpha 00128, 2014-02-06

  • Changed game variant name to "Team DM" from "Team Deathmatch" to fully fit it in the dropdown menu.
  • Decreased EMP primary damage from 60 to 50 and increased its secondary damage from 30 to 35.
  • Increased Firefly Missile damage from 10 to 12.
  • Dead Idle Time score now accumulates properly (the time player spends dead while able to respawn).
  • Decreased Pulse Laser damage from 25 to 22.

Alpha 00127, 2014-02-06

  • Added round number on the leaderboard.
  • Added round number, team score, and round duration on the score screen.
  • Players who are not ready during game and round start are now darkened on the leaderboard.
  • The score board can now be viewed even before the first round ends and is, by default, sorted by Victories (and by Score once the first round has ended).
  • Gave a tiny amount of transparency to Controls, Achievements, and Score UI backgrounds.
  • Removed Prestige from score screen (and from the game).
  • Slightly decreased the width of each column on the score screen and increased the width of the player name column.
  • Fixed a bug where falling into a vortex would give a player an additional death on scoreboard.
  • The corner menu is no longer hidden even while the center menu is visible.
  • Slightly decreased randomness of Firefly Missile launch spread and narrowed the second launch cycle angle.
  • Decreased Firefly Missiles secondary projectile duration from 9 to 7 seconds and decreased its cooldown from 10 to 8 seconds.
  • Slightly increased planet model radius to match collision radius.

Alpha 00126, 2014-02-05

  • Players of the same team can no longer damage one another (not even self).
  • EMP secondary projectile now has an electricution effect on it to distinguish it from the primary.
  • EMP explosions are now team colored.
  • Made both team colors a bit lighter and blue team color more blue than cyan.
  • The minimap icon of a unit being damaged now blinks white instead of being constantly white.
  • The minimap icon of a destroyed ship now stays on the minimap for a second after the fact, and becomes white.
  • Fixed a bug with color luminosity function.
  • Planets and vortexes are now slightly darker on the minimap.
  • Minimap icon of the player's own ship is now green instead of team colored.

Alpha 00125, 2014-02-04

  • Projectiles are now tinted with team color.
  • Twinkler, EMP, and Firefly Missile projectile base colors are now white for the tint to work properly.
  • Gave Pulse Laser a team colored tint, decreased noise for its primary fire, and greatly increased it for the secondary.
  • Hid the launch point flare from the Pulse Laser beam.
  • Added HDR to projectile tint.

Alpha 00124, 2014-02-04

  • After clarifications to the Rock the Cabinet contest rules, changed maximum number of players back to 8 (it is only required to be playable with 6 players).
  • Changed the default Game Variant to 4vs4 mode.
  • Score required to win once again depends on the number of players in the game, now as 10 * Ceil(Number of players / 2)

Alpha 00123, 2014-02-03

  • Team score is now displayed at the top center of the screen. An info text about required score is displayed below the score during respawn.

Alpha 00122, 2014-02-02

  • Round now ends when a team reaches 50 score.
  • Leaderboard title now always displays "Score" instead of dynamically changing based on required score (since required score is now team based).
  • Players are now dimmed on the leaderboard while not alive instead of only before respawning for the first time.
  • Health kit respawn rate is now based on the number of active players rather than players who have respawned at least once during the round, i.e. "spawned players", which is no longer a gameplay construct for any purpose whatsoever.
  • Laser drones no longer target team mates.
  • Currently selected weapon is now correctly preserved for loadout selection after death.
  • Weapon tooltip border now has the correct, darker color.
  • When pressing a key to configure a hotkey, the keypress is no longer handled for other purposes.

Alpha 00121, 2014-02-02

  • Modified the default game UI menu frame to match the custom UI style.
  • Added a centered menu for Controls, Achievements, and Score that is displayed while respawning to make the availability of those UIs easier to notice. The top-right corner menu buttons for those UIs are displayed while the center menu is hidden.
  • In preparation of changing the game into Team Deathmatch mode, split players into two teams and changed player name colors on the leaderboard, death messages, and tag messages to match the team's color.
  • Changed the default Game Variant to 3vs3 mode.
  • Hid the Alliance and Team Resource Buttons of the default UI as intended (they were previously hiding behind the menu bar which is now somewhat transparent).
  • The leaderboard now displays score that each player has earned for their team rather than theier kills.
  • Players (and teams) now get score for killing players of an opposing team and lose score for killing players of their own team.
  • Changed player ship colors and minimap icons to display team color instead of player color.
  • Removed bolding from leaderboard and scoreboard player names and leaderboard values to better fit long names.
  • Added Score for each player on the score screen and changed the title to display the winning team instead of a winning player.

Alpha 00120, 2014-02-01

  • Changed maximum players from 8 to 6 in order to make the game eligible for Blizzard's Rock the Cabinet contest.
  • The action button border no longer darkens for weapons that are on cooldown (since their primary mode can still be used normally).
  • Decreased Firefly Missiles secondary cooldown from 15 back to 10 seconds.
  • Stat bar border color is now brighter and separate from default UI border color.
  • Default UI border color is now much darker for better contrast.
  • Removed the outer dotted circle from the minimap and made the inner circle darker to reduce UI clutter.
  • Action bar buttons no longer become selected by hovering mouse over them in loadout selection (since loadout is now always visible rather than appearing on mouseover).
  • Action bar buttons can now be selected in loadout selection by clicking on them (instead of hovering).
  • In order to decrease some UI frame-fighting, removed the outer frame from respawn Allow button, and made the Close button frame smaller for Achievements, Controls, and Score UIs.

Alpha 00119, 2014-01-30

  • Added "Prestige" on the score screen. Prestige will be gained by completing achievements.
  • Added flavor text to the tooltips of Twinkler and Firefly Missiles.
  • Decreased Firefly Missile collision radius from 0.25 to 0.125 (to match its graphics).
  • To increase the accuracy of Firefly Missiles, decreased the angular launch spread on the first launch cycle from 45 to 40 degrees and the rotation rate of those missiles from 90-110 to 70-90 degrees per second.
  • After a player respawns, the action bar slot that was selected for loadout editing will now remain selected as the active weapon. If it was an ability, the first weapon will be selected instead.
  • Changed default UI border color from 192,192,192 to 120,120,120.
  • Finished Achievements (Experiments) UI prototype (with no actual functionality).
  • Changed the Score, Experiments, and Controls menu buttons at the top right corner of the screen to use icons instead of text in order to save space (and make them prettier in the process).
  • Increased Warp Drive energy cost from 2 to 3 so that the energy it uses now takes longer to regenerate than its cooldown is.
  • Made planets slightly darker grey.
  • Fixed a long-standing collision bug where one unit colliding with the edge of space would skip all collision detection between all remaining units during that script engine tick (whoops). This was caused by a misplaced Break as a remnant of collision refactoring.

Alpha 00118, 2014-01-29

  • Players can now select an equipment slot using its hotkey also in loadout selection.
  • Began implementing the Achievements UI. Added buttons to open and close the window.

Alpha 00117, 2014-01-28

  • Kills required to win a round now depends on the number of spawned players, 3 kills per player. The value is updated each time a player spawns into the round for the first time.
  • Round now ends if all but one player leave the game to victory for that player.
  • Loadout selection window is now constantly visible while respawning instead of appearing on mouseover, and its position is static rather than centered on the currently selected action bar slot.
  • Changed how cooldowns are displayed on weapon and ability tooltips: The text now reads "Cooldown" instead of "CD" and is colored green instead of blue.
  • Weapon and ability tooltip DPS, Cooldown, and Cost values are now on separate rows.

Alpha 00116, 2014-01-28

  • Began to maintain this changelog. All changes before this have been mostly undocumented.
  • The game is now called Mad Space.
  • Weapons with cooldown on their secondary fire mode can now use their primary fire mode while the cooldown is active.
  • Rebalanced Firefly Missiles and Laser Drone by increasing their secondary fire mode cooldown, adjusting damage, and decreasing the amount of missiles in the Firefly deathball from 10 to 8.

Pre-Alpha (Major features implemented before this changelog)

  • 2D physics engine with velocity, point based gravity, circular collisions, and bounces
  • Ship controls with WASD for thrusters and mouse for aiming
  • Weapon system with separate primary and secondary fire modes (projectiles, beams)
  • Five weapons: Twinkler, Pulse Laser, EMP Launcher, Laser Drone, Firefly Missiles
  • Two abilities: Defensive Matrix, Warp Drive
  • Basic gameplay (damage, death, respawn)
  • Tag system to keep track of who to give score when a player dies
  • Basic UI (ship shield and health bars, action bar, energy bar, minimap, leaderboard, death messages)
  • Random level generation (premade planet layout that is modified at random when a round begins)
  • Circular border for space that ships collide with, and a wider border that projectiles collide with
  • Planets that ships can land on
  • Destructible health kits that orbit planets
  • Health pickups that hover in space, defying gravity near planets
  • Gravity-based vortexes (black holes) that destroy anything that falls in too deep (alters scale/opacity of objects while nearby for better looks)
  • Ship loadout selection UI during respawn (including informative weapon and ability tooltips)
  • Controls configuration UI (thrusters up/down/left/right, action button 1/2/3/4/5, swap primary/secondary attack)
  • Score screen with a spreadsheet for various statistics, each column sortable in ascending/descending order (Kills, Deaths, Damage Done, Damage Taken, Dead Idle Time, Rounds Played, Players Defeated)
  • Banking for controls, weapon loadout, and scoring (rounds played, players defeated)