After last week's playtesting I've found that players had a hard time finding their base when carrying a flag. To fix that I've added a little arrow a few pixels away from the player's ship that's always pointing to his base.
Here is a screenshot:
Besides that I focused on releasing the game in Windows, Mac and Linux. For this I had to fix a bug with the gamepad detection in OSX. I'm not sure why, but it takes a couple of milliseconds for the gamepads to be detected, and I was setting up key bindings at start time. For this reason the gamepads where not detected and hence not configured properly.
I've moved the detection code to the update loop, and if the number of connected controllers changes, then they get configured.
I already had a Windows and Linux x64 builds working, since those are my main development environments. For Linux x86 I had to install an x86 virtual machine (for some reason the library compatibility suite won't work, there were missing libs), and compile the whole thing for 32 bits. It was a straight forward process though.
Today I've created a Roadmap and split work from now till the first week of March. If everything works well I'll have the prototype in a really good shape for GDC.
I've also modified the logic behind the glitches. Until now, if you crashed a glitch, you died. This caused a lot of frustration on players, because it was a random death. Now, instead of dying, you get teleported to a random spot on screen and get some damage.
My idea is to work a little more on the game and in about two weeks upload a new version of the prototype.
Stay close!