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Post news RSS All in a nights work...

So we barely get this game up on here and already were back with an update. We been working on this hard, squishing bugs, implementing decals and finishing of another one of the specials (anti grav flip). Just finished a 15hr dev session and development is moving very fast. Sooo were posting a few screenies highlighting some of what we've implemented and changed and to show off one of the different themes. Also and there's a much better alpha demo on the way. Read more for a list of changes.

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Change log:


-Started adding planned additional wall decals (play field starting to look less bare now)
-Multiple new audio tracks edited and worked.
-Replaced a couple of audio place holders with proper audio.
-Special token "anti grav flip" (flips the board upside down then lets the gems drop, triggering combos')
-Player special attack/bomb partial implemented and basically functional (minus animation atm)
-Bigger range of variation for the shrapnel fragments.


-Fixed a bug with the score popups during multi player
-Fixed a couple of logic gaps/bugs with the in play token. RE them misbehaving while flipping/shuffling during landing.
-Fixed a bug in the engine that caused .png transparency textures to artifact and not display correctly. (big rework but showing now as should with shadows now showing instead of glitching)
-Fixed an animation timing bug that caused micro stammer throughout the engine.
-Fixed a engine shader/equipment bug that caused the game to run with missing gfx effects on dx 9 and 10 gfx gpu's (engine couldn't find the correct shader fall back settings if dx 11 wasn't available.)
-Altered token speed versus current level to make it harder (the specials, once fully implemented will balance out the difficulty)
-Reduced overheads further for swarm engine and shader gpu usage.
-Ran tests with hardware based tessellation with a view to implementing it on the play field. (atm it has a large footprint and is debatable if it makes the game look better or worse)

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