• Register

The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Chronus is a futuristic action shooter currently in development. You'll be able to design your own ship and fight it in online multiplayer battles against other players. It's merely a project I work on for fun, commercial release isn't intended.

Post news Report RSS Chronus Release 0.3

Version 0.3 includes a lot of fixed and necessary changes - Most stable build thus far

Posted by on


Chronus Version 0.3

Introduction
So after the release and patch of the serializer, I figured it'd be a good idea to catch up and fix a few bugs. I've also added full support for axes rebinding, which included moving them from the Unity keybindings axes into a new system. This means they'll get more support in the future for options. Anyway, full changelog is further down the post

Version 0.4
So for 0.4 I'm going to design the first pass of the AI system. Since the playerbase is rather small at the moment I figured it'd be best to complete singleplayer before adding support for multiplayer. Minor features like the full axis support mentioned above, more bug fixes and a rocket launcher will also be in Version 0.4

Changelog

code:
Changes
  Removed primary thruster input axis gravity
  Changed primary thruster input axis sensitivity to 0.5
  Changed color of speed label to a blue-ish tint.
  Camera now resets when you load a ship - This is a hack fix, will serialize camera transform in future version
 
Optimizations
  Significantly optimized setting parents when deserializing
 
Features
  Added radial throttle UI
  Added support for axes in rebindable input manager
  Added "New Ship" button
 
Bug Fixes
  New primitives attached to the artificial center of mass will now disappear properly
  Fixed material scaling problem, where the side of a cube wouldn't get rendered.
  Fixed nullref caused by deleting profile, and then refreshing profile view.
  You'll now be prompted to create a new profile if you delete your last
  Pressing the cancel button when creating a new profile will actually close the window
  The preview cube when creating a new material will now properly change materials
  Special cubes no longer regenerate energy when not attached to ship
  You can no longer place cubes within each other
  Thrusters particles will now simulate properly
  RCS thrusters will now reduce angular velocity
  Large ships will no longer get skewed when deserializing
  Paint and delete cube will now scale according to lossyscale, rather than localscale.
  Ships will now deserailize cube rotation to rounded off value
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: