Build 8 of Readapt is here! Changelog + GIFS included.

Download it here. Despite wanting to put updates out on a more regular basis I seem to be doing the opposite. But at least Readapt looks and feels more different with each iteration.

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Shifting player size modifier and env health state visuals.

 

Here’s what new this time.

Gameplay

  •  Scaled size, movement speed, projectile speed and duration scaled down as 4 player matches could get too crowded.
  • Starting positions have been adjusted due to arena size, players will spawn in front of their bases for the defend the base objective.
  • No teleport abilities will randomise when players are path restricted in movement.
  • Defend objective does not randomise with path restricted in movement.
  • Player pointer location scales dynamically with player scale.
  • Gravity well effect only randomises when env objects are normal in dimensions.
  • Set and recall teleport ability has been added.
  • Added explosive modifier for environmental objects.
  • Added shifting shot weapon which changes in size over time.
  • Repel projectile terminates when hitting env objects.
  • Different shapes for the bomber weapon to randomise between have been added.
  • Rectangular environmental object modifier removed.
  • Shifting player size modifier added that alters player dimensions over time.
  • Environmental modifiers now alters how they are arranged.
  • Show modifiers option is toggled off by default.
  • Boost bad modifier for environmental objects has been removed.
  • Survive objective has double the chance of occurring compared to other objectives.
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Explosive environmental object modifier in action.

Visuals

  • Player and score overlay sprites updated.
  • Colours changed for different surface properties.
  • Slow time effect reduced when round ends to ensure smoother camera shake.
  • Projectile trails colour matches player color.
  • Capture point visuals have been restored.
  • Gravity well effect on environmental objects is now visualised with a circle showing it’s area of effect.
  • Hit particles added. Death particles have been reworked.
  • Black hole visuals have been replaced with particles.
  • Aspect ratio is now forced to 16:9.
  • Environmental object health states and outlines have been added.
  • Objective UI text simplified to single words.
  • Cleaner buttons and labels have been added to menus.
  • Scaled projectile trail width with projectile scale.
  • Death shake amount reduced.
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New particle effects!

Sound

  • Boomerang sounds tweaked, shortened and should no longer clip.
  • Hit sound should no longer clip.
  • New ghost activate and deactivate ability sounds.
  • New wave sounds.
  • Speed power up sounds shortened.
  • New curve shot sound.
  • New ghost ability sounds
  • New base damage sound.
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New bomber weapon shapes that include squares, semi-circles and triangles.

Balance

  • Internal cooldown for sprint reduced.
  • Ghost ability drains slower.
  • Cross shot projectile moves quicker.
  • Time field ability accelerating effect has been increased.
  • Power up spawn position is now randomised around the centre.
  • The larger a black hole the smaller it’s duration.
  •  Walls close in a little slower when round time expires. Staggered movement for walls has been standardised.
  • Movement momentum speed increased.
  • Wave weapon speed increased and projectile path is more curvy.
  • Player fast movement speed modifier nerfed slightly.
  • Defend objective objectives health has been reduced from 3 to 2.
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Restored capture visuals and new gravity well visuals.

Bug Fixes

  • Remote shotgun and bomber weapon can no longer be activated when game is paused.
  • Reflect ability cannot be deactivated when game is paused.
  • Self destructs statistics should be accurate now. Self destructs for player 3 and 4 will also display correctly at the end game summary screen.
  • Player positions will correctly reset in 4 player games.
  • Player positions should reset properly when path restricted.
  • AI wins for custom score limits have been fixed.
  • Angular drag increased to prevent constantly spinning AI.
  • Initial stage of remote shotgun now correctly destroys when colliding with players or neutral surfaces.
  • Taking damage correctly gives one second of invulnerability.
  • Disabling the test phase no longer plays all countdown sounds at the same time when the game begins.
  • Cross shot projectile now removes correctly when hitting neutral surfaces and cancels out when hitting other projectiles.
  • Music now randomises properly after resetting game more than once.
  • Boomerang projectile can no longer be returned when game is paused.
  • Activated bomber projectile collider is now the correct size.
  • Black hole effect now works correctly when combined and it’s position is consistent with the pre existing black hole’s location.
  • Explosions for bomber projectile and environmental objects no longer move.
  • AI hit detection should occur normally after a round with the ghost ability.
  • Environmental objects correctly take damage from non projectile sources.
  • Initial stage of the reverse shotgun will correctly reflect off objects.
  • Fixed a bug where AI would not shoot bases when no player targets are left.
  • Environmental objects can no longer duplicate when paused.
  • UI sounds now work correctly in the pause menu.
  • Constant collisions of players into environmental objects no longer incorrectly does damage.
  • Health power up no longer increases player health beyond the maximum limit and player sprite correct displays the effect.
  • Power up that shrinks player size now works as intended.
  • Bomber weapon now damages player bases correctly.
  • AI hit detection should occur normally after a round with the ghost ability.
  • AI now utilises the tele projectile and dash ability correctly.
  • Dash ability cycles properly after the first use and shows correct cooldown.
  • Dash ability correctly works in conjunction with speed power up.
  • Time fields now effect AI movement correctly.
  • Wave projectiles now turn according to time scale.
  • Neutral block ability now correctly has 3 health.
  • Abilities are no longer incorrectly disabled when a player is the only one left.
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Player specific colour trails help show who is shooting and is useful when vision is limited.

Thanks for checking out this update of Readapt, send any feedback at me here or on Twitter. I’ll be updating the IndieDB page tomorrow and expect a new gameplay video too.

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New Gameplay GIFs!

I know Screenshot Saturday is a thing but today is Sunday (at least for me) and I have always loved GIFs! Due to the rapid and fast rounds that occur in Readapt it shows fairly well in small GIF-sized chunks. The only thing missing is the sound and music, so be sure to check out the actual build and send me feedback!

All GIFs have been taken from the latest release which you find here.

cardCapDupe
One of the new modes: Capture the Point. If you look carefully the player character cannot move diagonally and each player can slow time. A new giant and duplication environmental modifiers are also in effect, giving the player ample cover to score by capturing.
diagWaveDash
The player character (circle pointer, blue body) is restricted to diagonal movement and is in a pretty hairy situation at one point but a well timed use of the dash ability solves this “problem” and manages to outlive the AI controlled player 3 (triangle pointer, yellow body). Notice how a death triggers a short pause, this allows players to figure out who has died and who to target next!
spinChargeGhostSmall
An interesting mix of modifiers: auto spinning players, charge weapons and the ghost ability. The environmental objects are blue (like the projectiles) and are dangerous, but careful use of the ghost ability lets players pass through them. The boundaries are also reflective!

 

A new build of Readapt (finally) and a list of changes.

I’ve finally gotten to a point where there is a new playable build of Readapt. I have probably sat on this one for too long and should have gotten it out earlier. I know some developers do weekly builds, I wonder if I could do that too.

You can play the web version in your browser here, its about 100MB, or you can download the standalone version (zip or rar).

If you like surprises you can skip reading and start playing!

So whats new in this build?

Music created by Tyler Johnson has been added to the main menu alongside nine gameplay tracks. The track number will show at the start of each round so players can give feedback on music they hear.  Music will randomised with the background colour, which is a nice change because I was getting sick of staring at grey. This also has the surprising side effect of changing the main screen colour occasionally, which I like too much to fix. I also experimented with tying the pitch of the music with game speed but I found the results quite jarring.

The ability system has been overhauled to allow for partial ability use by holding down the ability button whilse also supporting the old ability functionality. The player pointers have been updated to reflect this change. When an ability has been used but can be used again the pointer will drain like a meter with a yellow colour. Continual use will eventually empty out the pointer which will turn the pointer grey and black. At this point an internal cooldown is triggered, when the pointer turns yellow or completely white again the ability will be free to use. Some abilities will trigger a full cooldown as soon as they are used (like in the previous build). This probably sounds terribly confusing but hopefully is easy to grasp in game. Basically white or yellow is good to go while grey or black requires some waiting.

New game modes (first kill wins and capture the point) have been added and will randomised with each round. Hopefully this will keep players on their toes and prevent settling into too much of a rhythm or play style. The default mode where the survivor wins encourages a more defensive approach, hopefully these new modes will encourage and reward different strategies.

Stat tracking has been implemented and will display a  summary at the end of the match showing score, kills, deaths and captures. As new interactions are introduced they will be tracked and reported here.

Playing with AI is still an option but only against three AI opponents at once. AI has been reworked for the new ability system and now correctly uses weapons and abilities that require non-standard input. I have yet to add mode specific behavior but they are fairly aggressive (which works well for getting the first kill) and they can capture the point faster than normal as a group and will win automatically if the player dies. This is intended to balance out the fact that the AI is still stupid and will likely result in a lot of suicides. This is currently not a big problem as Readapt is intended to be played against other people. This mode helps out with testing and will need further work if I intend to keep AI in the final release.

Deaths are now made more obvious as they slow time for a brief period, allowing players to re-assess the situation and change their priorities accordingly.

The menu system has been simplified and has been supplemented with a player select screen, which defaults to 1P vs 3 AI. Additional players can join by pushing start and the match will begin when player one presses start or enter.

A slight visual change has been made to the bomber weapon, which now shows the each player’s pointer in the middle of the projectile to aid in identification.

The boomerang shot fires normally but now inverts direction when the fire button is pressed again, rather than relying on an inbuilt timer.

Some abilities have been re-balanced generally with lower cooldowns to allow more frequent ability use.  The orbiter object is significantly larger to make up for it’s difficulty of use.

Various ability and weapon objects are now removed correctly when the player or AI dies. However the circular dotted line guide for the bomber and black hole still persists occasionally.

New environmental object modifiers have been added including:

Rectangular shaped objects which provide interesting cover as players can push and rotate them.

A duplication modifier has been added which will duplicate the number of objects up to a certain limit. I tested larger object limits but AI pathing becomes too resource intensive.

Previously there was a modifier that made objects move in a circular motion this has been fixed and now works correctly.

The web player version of this build can be played directly in your browser and will not require downloading first.

I think that about covers it, various other small bug fixes and issues were also addressed but are too numerous to mention. Looking back on this build the large majority of changes are rather system oriented and with the next build I am looking to improve on adding more modifiers in each existing category.

Got feedback, suggestions, problems or bugs you noticed? Let me know I’d love to hear it.