FPS with six degrees of freedom in zero gravity. Added paths from keys to doors, fast roll, tech points update & more. Released on Steam early access!
Zerograve 2020-05-05 v0.2.0 (early access start patch)
The demo has first 3 levels of the game.
New demos will probably be only on Steam after this.
UI
Added Ebonscale Games splash screen
Cursor is now hidden while controlling the ship
Cursor texture added
Main menu: Added contact info, version text and steam+homepage website link buttons
Pause menu: Controls info moved to ‘Help' section
Settings menu unified between main menu and ingame menu.
Story
Game start - added a short text-based intro to give a bit of context.
Loading screens - some of them now have bits of the story, while others have mysterious hex / binary messages.
Tech points
Tech points are now gained also from killing enemies and can be farmed by replaying levels.
Numbers are now a lot bigger; first level-up requires 100, tech point pickups give 20 (up from 1), enemies give about 5-20 in early game.
Levels
Added energy line things from most keys to corresponding doors to help with navigation and for cool effect.
“Glass” level end battle made a bit easier
Moved “Vertical” level from 2 to 4, cos it was probably harder than those
Added enemies&reactor to the last area of current last level (“Highway”).
Map
Doors now have an indicator for the required key color. Also slightly changed visuals for locked doors.
Map sonar thing is turned off when taking damage
Map display texture updated a bit
Gameplay
Level is now fully reset on death, instead of enemies staying dead. You get to keep gained tech points etc however.
Enemies
Added a mini-reactor enemy which doesn’t attack. Some impassable power fields etc. may be locked by them.
Updates to enemy avoidance movement. They can now do short bursts of movement at set intervals.
Orange melee enemy: Maximum shoot range reduced and bullet range increased, reduced bullet amount but increased fire rate, added a movement slow after firing.
Plasma explosion melee enemy: added movement slow to attack
Turret enemy model and hitbox modified
Max health adjusted for several enemies
Destroyer: no longer spams all weapons all the time. Also adjusted the ball weapon to be less random.
Red balls enemy: now fires balls in a neat cone pattern instead of random angles. Number of balls reduced and firerate increased.
Added new launch sounds for 2 types of enemy attacks.
Significantly increased maximum range for many enemy weapons so the bullets won’t fizzle out before reaching air. Their AI may still not shoot them at long range.
Movement
Roll - tapping roll button now does a very fast 90 degree roll. Regular roll speed and acceleration also increased
Visuals
Added a bit of passive lighting for player weapons so they aren’t too dark
Bloom effect now again affects player weapons and the map radar edge view thing
Adjusted many map materials
Adjusted player & enemy textures
Added slightly differently colored edge for different edge type in the radar edge thingy.
Adjusted wall UV maps to be more sensible for some textures
Updated enemy eye texture
Weapons
Dual Laser: Changed hit sound
Homing missile: missile model updated, increased range, adjusted speed
Rockets: Direct hit damage increased by 10 to compensate for bugfix
Level-up rewards
Now there are 12 available rewards, including 6 weapons and 6 other bonuses.
Pickups
Shield, ammo and energy pickup values modified a bit
Misc
Unity updated to from 2017.0 to 2017.4 LTS version
Bugfixes
Fixed issue where some walls were missing normal maps.
Fixed issue where explosion weapons dealth significantly more damage than intended against some enemies.
Fixed issue where boss music didn't play on reactor battles
Fixed issue with fade between music tracks
Fixed issue where after moving to next level, some doors could be unlocked even though player didn't have the key