Sipho Update 0.6.3 comes in!
Sipho » Devlog
We are back to regular two-week update cycle with this 0.6.3 update. Together with tweaks and improvements we are releasing some changes for non-linear level gameplay.
Even though these level loading changes are invisible and should not affect how you play the game they are important for us to release for several reasons:
- We want to be confident that code in the future will work as it does now by getting it out as soon as possible. In case any bugs have slipped through we will be able to catch them earlier. While we don't expect any bugs, this is a good precaution of not having to deal with them at once which might make the game unplayable for some. Imagine having two entrances to your home and locks of both break at the same time - you would be left out of your house. Otherwise if only one lock breaks, you can still use another entrance while broken one is being fixed.
- We want to have as little parallel development as possible. In previous updates we have mentioned we are using Source Control which allows having branches and working on features separately from main code. While that is good for big changes as non-linear level loading is, it also creates additional work of maintaining separate branches. And further those branches separate, more maintenance is needed. So in the new system we have replicated old behaviour and merged it into default branch, converging everything back to one point.
With that said, in the changelog you might notice fixes to issues that have not risen in previous version. Those are fixes due to additional changes being merged in. Enjoy!
Version 0.6.3
- Fix extra zooids being lost as adapted zooid after starting a new game
- Fix head selection siphos not growing zooids they have been saved with
- Set swarmer critter layer to projectiles and damage everything they touch
- Show zooid name above zooid pickup
- Projectiles no longer block growth
- Round zooid tooltip values and display zooid cost breakdown in tooltip
- Provide layout on Aquarium start
- Add a UI button selection sound
- Add current layout information at the top in growth mode
- Update sipho data before clearing layout statistics
- Always update UI slider text
- Refactor how Aquarium enemy settings are saved and store all Aquarium Enemy settings
- Fix UI orb fill being larger than orb itself
- Instead of reading/writing to gameSave.Level directly, read/write to GameStateManager instead
- Report how long it took to load layout database
- Revert accidentally changed poison mine duration to 10
- Save which zooids are alive and regrow only them on load
- Change "Quit" to "Save & Quit" so players know the game will be saved
- Fix skill issues when switching between siphos
- Upgrade old saved level numbers to new format
- Set starting nutrition to 15 when not starting Tutorial and set to 5 when starting.
- Use GameSave.level to track player progress through levels. Always have instance of GameSave even if game has just started
- Replicate old scene loading functionality through IAreaSelector
- Add level value to GameSave and don't overwrite it when saving
- Add IAreaSelector interface
- More indice cleanup
- Add Campaign Scene Loader class
- Remove scene index based area loading. Save environment type so head selection knows what environment to use for preview
- Rename Aquarium Inventory to Aquarium Logic
- Move Aquarium logic script to its own folder
- Make sure Main is the first scene to be loaded
- Initialize game when Campaign scene is loaded.
- Move campaign related calls out of scene loading to CampaignLogic script
- Remove GameSetup and disperse its responsibilities to other classes
- One reference less to GameSceneManager in HeadSelection
- Revert GameScenes to original order
- No need to serialize PlayerSetup in GameSetup
- Increase max enemy layout wealth selected for all layouts
- Add cheap bone layouts to builtin layouts
- Make level 1 bone boss easier to defeat
- Dynamically select layouts from built-in layouts collection by level value in enemy spawners in all areas
- Add level 1 bone boss
- Rename Bone boss scene and assets to reflect level 3
- Smarter lvl 3 sea boss AI
- Add circular currents to Sea boss lvl 3 and make spikes float around
- More accurate skill usages for Sea boss
- Implement IAreaAffector with Pusher
- Add distance to line functions to math class
- Work in progress harder Sea boss AI
- Add interface to query skill providers of what area they will affect. Implement interface with Claw weapon first
- Add Sea boss level 3 prototype
Files
Sipho Windows 32bit.zip 97 MB
Version 0.6.3 Mar 28, 2020
Sipho Windows 64bit.zip 464 MB
Version 0.6.3 Mar 28, 2020
Sipho Linux.zip 117 MB
Version 0.6.3 Mar 28, 2020
Sipho OSX.zip 476 MB
Version 0.6.3 Mar 28, 2020
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Sipho
Design a creature and eat your way to the top of the food chain.
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