Alpha Release - v0.4.0


Great News Folks,

Missile Fest has is now officially in Early Access, and Version 0.4 is now available for download on our project page.
This update introduces new features and some gameplay enhancements for you to enjoy.

Just bear in mind we still have a lot of work to do before the game is complete, your early support and feedback are invaluable to us.
We want to extend a thank you to all who have signed up for Early Access and are helping to shape the future of Missile Fest.

So, what are you waiting for? Go give it a try! I hope you enjoy it and feel free to write your feedback of the game.

You can check the road map and what I'm currently working on the Codecks page of the project.
Note: Due to time limitations, the flare update has been moved on the roadmap to be added by version 0.5.

Changelog

v0.4.0

  • Additions or Changes
    • Added the option to control amount of targets to spawn.
    • Added button to spawn a target.
    • Added button to change target (if possible) when aiming on auto mode.
    • Reworked camera code to be able to expand it further.
    • Added a second group of cameras showing scene angles (auto-aim mode only).
    • Added UI panel to configure cameras in-game.
    • Added dropdown to select camera group.
    • Added button to switch cameras.
    • Added targets that fly in the opposite direction.
    • Added automatic switch to auto aim mode when changing to scenery views, as you can't aim yourself.
  • Fixes
    • Fixed a UI bug where a button wouldn't properly block the launcher of firing on click event.
    • Fixed bug where pausing would reset target speed and make it too fast.
    • Fixed some more small bugs and small code errors, forgot to took notes of em all.

v0.3.8

  • Additions or Changes
    • Lead compensation on "dumb" missile for auto aim mode. 
    • Logic for missile launcher to fire automatically.
    • Changed the configuration UI layout to be able to fit more panels.
    • Added new panels, one for each part of the game (missile, launcher, camera and so on).
    • Added option to control launcher launch mode, individual or salvo.
    • Added option to control launcher firing order, random or sequential.
    • Added auto-fire option.
    • Added override auto-launch option (so you can auto + manual fire).
    • Added option to choose auto-launchfrequency.
  • Fixes
    • Multiple small bugs from reworking code from previous update, as the major systems are fairly connected.
    • Corrected behaviour bug where launch would auto fire even if there was no target.
    • Corrected targeting problem where auto mode would not fire "dumb" missiles, as they don't required targets.

v0.3.7.5

  • Moved around a lot of files to make the project more organized.
  • Reworked UI layout to be able to add multiple configuration panels.
  • Refactored UI and HUD code into their own specific components.
    • This way I can add a new components and pages as per needed.
    • Now we've paved the way for the upcoming features.
  • Fixed target acquisition bug where target list would be updated too frequently causing 'Auto Mode' to switch targets unnecessarily.
  • Fixed multiple small UI bugs that were found when refactoring code.
  • Updated some outdated menu text.

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 - Early Access

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