Another large milestone, and lots of work went into this one.
I believe every technology, at least for products, has now been implemented in some sort of fashion.
Still lots of bugs and improvements to do, but it's getting there.
Being feature complete doesn't really change too much at the current moment.
Once a few more kinks are ironed out, we'll be moving into closed Beta to figure out some balance.
Intensive playtesting will begin now to work out the structure of the game itself.
Feels really nice to be at this point where now the game flow and actual design can start.
I've also added block rotations, which I didn't think I would do originally.
This increases the possibility space of placement to obscene levels, so good luck optimizing.
Shift + A and Shift + W will let you rotate the camera.
V will toggle vertical lock, meaning you can just zoop around however you want.
I love this so much it makes the game feel way better.
We now have all the products in the game too. There's 27 products and 10 resources.
This quantity is now set, but requirements will be changed and balanced over the coming beta. Having products with 8 precursor ingredients is kinda insane.
We'll see if this was a terrible idea or not.
It looks like this...
0.10.6
Engine updated to 5.7
Rive plugin is now official, and the swap has begun.
Abstracted cubes now self delete when they have no block inside them.
Hiding rotation helpers by default.
This will eventually become a toggle in settings.
Add leaderboards for heartbeats taken.
Changed exfil blink to be green for good, not red for yucky.
Blocks can now be placed based on the rotation of the camera.
Meaning they can be any direction.
Major repolishing of rotation handling.
Should jump less now that rotations are becoming more important.
Fixed bug where mouse timer would not be re-enabled after selecting a wall at lower frame rates.
Fixed bug where place block mode would not re-trigger properly if it was cancelled, preventing block placement.
Added some block placement juice.
Does a widdle wave now.
Adjusted the pull back so you can see it easier.
Blocks have a heartbeat when they are selected now.
Fixed bug where system pips do not properly initialise without a block that matches on game start.
Fixed bug where block version display does not update correctly when setting with shortcuts.
Fixed bug where sometimes the block swap red-blocker gets stuck visible.
Fixed bug where rotated blocks had their pip helpers are not oriented correctly.
This has been reworked to be based on block local rotation to world space and will be more robust.
Fixed bug where tutorial block display would not update to Power Version 1.
Fixed bug where settings menu would repeatedly trigger inputs.
Pause menu now works as expected.
Fixed some jank in the settings menu for polish reasons.
Nav select and overview swap no longer trigger when resuming the game.
Controls binding set up again and menu navigation via controller added.
Added view rotation toggle to game settings.
This now saves between sessions.
Settings menu just matches the last state of whatever the UI says and visa versa.
Added a little section to the top left next to the menu button for text display.
Currently it pops up when autosaving.
Disabled, saved, death, tutorial etc.
Fixed saved prompt colours in pause menu.
Fixed pause menu and settings menu debounce.
Garbage collection is handled better for UI elements.
Widget re-directors and references are now properly cleaned from memory even when you spam opening menus like 400 times.
Fixed bug where MUX was not grabbing resources every heartbeat, at least from storage.
Imported all the products.
There are now a total of 27 products, and 10 resources.
This quantity is finalized, but the product names and quantities needed will be added through playtesting and balance.
Most of this will change around drastically.
Left hand panel reconfigured for new factory products to accommodate all 27 with the 4 levels of input requirements.
Solo, Dual, Quad, and Octo.
Add the Tip Tool Tool Tip (patent pending) to help with seeing precursor products and make life a little less confusing.
Added Dolence. It Doles the ence.
Yeah.
Made the starting music track shuffle, which should drive me/you less insane now.
Also added another new song.
Most of the pause menu music is in now too, apart from just 1 track that needs re-writing.
Moved many of the buttons over from event dispatchers to field notification delegates which should also drive me less insane.
There are so so so many buttons.
Fixed Dolence colours.
They now have the proper gradients when animating.
Dolence is still an animation instead of actually doing anything.
Why did I add this to the game?
Added all products to research.
Pause menu colours updated.
Added all products to factory unlocks along with the new product quantity tabs.
Fixed bug where a race condition occurred between the inter-block communication, and would cause visual block numbers to jump up incorrectly.
This previously did not actually miss any resource transfers, they would just chunk over incorrectly.
Finally added the Tink achievement.
Potentially fixed a problem with a brand new game not properly setting pip colours.
Untested.
Fixed bug where block text would flicker if it was selected during its wiggle animation post-creation.
Fixed MAJOR bug where wire placement could be interrupted and spawn at weird angles.
This also came with a rework of how rotation works and it now uses angular velocity rather than checking alignment with polar coordinates.
Fixed a massive oversight in the wire placement checking algorithm, where on larger maps it could take up to half a second to generate valid wire placement points.
The system was spawning over 1500-3000 instanced meshes. So now it spawns... 10.
Found some other performance increases by reducing actor tick quantities.
The player character was particularly bad for this with some calls taking up to 2.5ms.
Found another performance increase by reducing the call quantity for unassigning researchers.
Fixed bug where using the level 1-4 buttons in the build panel did not switch the block level.
Added debounce to opening the research manager, which should prevent the automatic selecting of researches if the block is double clicked.
Added an unassign sound effect.
Fixed bug where you could swap to the overview from place block and place wire.
Potentially fixed a long-standing bug where wires could end up being placed on angles due to randomly backing out or clicking violently.
Alfalfa,
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