
Add heating feedback on cursor - Add range indicator for turrets and auto-repair turretes (when choosing a position to place it) - Improve graphic performances (about +13% global FPS on my computer) - Add slow water evaporation (depending of the light) and plants absorbtion - Now possible to replace a wall by another one without destroying it first - Improve Ants movement: no more jumping, handle better the movement on outdoor - Improve forces system on ground/walls that are almost flat - forces are better spread - Add links to the wiki/forum/twitter in the home screen - Add steam basic steam stats: game progression (Tiers) and time played. Here is the change log: GENERAL - Replace the weapon clip/reloading systems by a heating one.
Dig or dieworking multiplayer update#
So don't hesitate to tell me what you think, or talk about it in the steam forum v0.13 update discussion: yep some guys already told me about Clonk - I really should test this game!

It's also much more consistent with the science-fiction background (energy weapons, no physical bullets) It's a really big change so I'll really listen to the feedbacks on this point, and cancel this change if you think that just doesn't work. The objective of this change was to get rid of this not really fun reloading need, while keeping the gameplay interest of having some limitation in the weapon fire rate (and to be able to learn to master it to become more efficient). The heat of the weapon is displayed directly in the aiming cursor so it can be easy to see during a fight The weapons feelings should stay about the same, but the "gameplay" of reloading the gun at the best moment has been replaced by controlling its fire rate to avoid overheating the gun (and so getting a forced 2s cooling). Today I tried something that had been discussed on the steam forum: to replace the weapons clip/reloading system by an overheating one.
Dig or dieworking multiplayer full#
And in the same time I'll work with a pro artist to do a full graphic makeover of the game. v0.3 and v0.4 will add multiplayer modes to the game. Then I'll work on a major v0.2 that will complete the solo part. Current situation: The game is in v0.12 version, and I'll release soon a minor v0.13 update. All the pleasure is on the game of tries, errors, new tries and success. It's like a child who build a sand castle at the beach, then he can see it destroyed by a tide but that only motivates it to build a better and stronger castle.

This applies to the physic forces that creates a "bridge builder game" gameplay, but also to the flowing water that creates so many possible experimentation, and toi the night attacks that challenge the player's strategic defenses. To try a lot of actions and play with the reaction of the world facing those actions. A game not just to build "anything anywhere", but to play with the world's rules. Concept idea: My main goal creating this game was to try a new kind of "sandbox" game. A real objective: escape the planet by building a rocket ship. Coherent Sci-Fi universe, avoiding bizarre monsters and items. Fast pace to avoid spending hours in slow digging, fast and smooth fights and cameras moves. Build dams to produce electricity! - Physic simulation for buildings: they collapse if not strong enough.

Innovative water simulation with with rain, water flowing, infiltration, trickle, etc. The game is currently on Steam Early Access, version v0.1: Key features: - Tower-defense oriented: the main gameplay is about building defenses in order to survive the massive attacks every night. Build strong, and smart else physics may flood or destroy your only hopes of survival. Trailer: Description: Crash land on an hostile planet where you'll have to build the strongest defenses if you wish to live to escape from it.

Hello! After a long time on Tumblr, I'll continue my Dev Diary here so I can get more feedbacks and discussions on the work in progress.
