Progress Update - v0.3.7
Hello everyone, hope y'all doing well.
This last days I worked on getting an intro scene ready and to make some nice transitions when you launch the game.
Especially to fade in audio, as the jet engine sounds can be a bit startling in the beginning.
For now I have two simple audio volume slider, one for music and one for sound effects, would any of you be interested in having more control of volume levels? For example, being able to choose if you want the engine sounds to be quieter individually from other sounds effects.
I also created a new crosshair for the un-guided "dumb" missiles (see screenshot above) so they are differentiated from the ones that need to lock on a target.
Other than that I made some more adjustments to the guidance systems to make them more fun.
And hey, I know I said I would to one single post and just update it, but at that time I didn't think the changelog would be longer than a few lines. So, yeah, changed my mind a bit.
This way is also more interesting for you guys too I imagine, as you get frequent updates on the game progress.
For a more in-depth look of what is going on you can also check out the Codecks page of the project.
Changelog
v0.3.7
- Created a intro scene to greet players.
- Added text disclaimer about early access.
- Added navigation to next scene.
- Set audio fade to avoid any possible jump scares when loading the next game scene.
- Completed the capability of using all guidance modes in the game. Although some still need tweaking.
- Changed launcher to stop locking if the "dumb" missile is selected.
- Added crosshair UI for "dumb" missile mode.
- Updated target explosion values and adjusted physics behaviour.
v0.3.6
- Overhauled target movement code to work with physics rather than with position interpolation.
- Fixed issues with proportional guidance modes so they can work easier with future updates.
- Refactored some guidance code to be more consistent.
- Fixed a bug where a missile that lost track could regain track if it was within reach of the target once again.
- Change the behaviour of the missiles once they exhausted their fuel. Now they will fly for a bit and either explode on contact or after a few seconds.
- Added new 'random' guidance option. Now each missile can be automatically fired with a random guidance mode.
- Implemented the Itano guidance mode. Still testing some things out, so this one may change again in the future.
- Fixed bug where Launcher would not sync aim direction with locked target.
- Fixed bug where Launcher would show locked status on targets that were not locked.
- Fixed target explosion force values that now needed to match new physics based movement of targets.
v0.3.5
- Updated Unity Engine to 2022.3 version.
- Added new 'Input System' to the project.
- Changed configuration UI to close when pausing the game to avoid accidentally changing settings or stealing input.
- Changed configuration UI to not allow to fire if mouse is over the UI panel.
- Fixed 'Exit Game' button that was disabled for a test web build.
- Overhauled 'Pause System' and now game pauses faster and with less problems.
Get Missile Fest
Missile Fest
A missile simulation sandbox where you configure everything your way!
Status | Released |
Author | ONCGM |
Genre | Simulation, Action |
Tags | 3D, fest, guidance, itano-circus, Low-poly, missile, photo-mode, Sandbox |
Languages | English, Japanese, Portuguese (Brazil) |
More posts
- Photo Mode, Localization and Sale - Final Update v1.1.1Jul 30, 2024
- Missile Fest - Out Now!Jul 18, 2024
- Release v0.7.0 and Demo Version v0.5.1Jul 10, 2024
- Alpha Release - v0.5.0Jun 27, 2024
- Demo Available & Progress Update - v0.4.1May 22, 2024
- Alpha Release - v0.4.0May 13, 2024
- Progress Update - v0.3.8May 11, 2024
- Progress Update - v0.3.7.5May 09, 2024
- Progress Update - v0.3.6May 02, 2024
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