Not much in the way of visual features lately, but a lot of performance optimizations and internal changes to get ready for some new features this fall. To be honest some of the optimizations were driven by trying to run Solaroids on a mobile device – iOS in particular, but these are things I’ll need for “other” mobile platforms and Xbox One too. But everyone wins as now Solaroids is much more efficient at drawing HUD elements which should result in reduced CPU/GPU usage, or at least better performance on smaller systems with integrated GPUs.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
New Features
Fire on Aim can be adjusted via the player HUD when joining using the Modern control style.
Adjustments to vector mode line thickness. In the future this will be configurable.
Adjustments to vector mode “shimmer” effect.
Fully separate Full Screen and Borderless option (on windows). They now work independently.
Massively improved performance of drawing HUD elements. They should be much more CPU/GPU friendly on all platforms.
Improved memory management which should show some small performance improvement.
Updated framework libraries used under the hood, which includes bug fixes and performance improvements.
Solaroids now runs with high priority instead of normal which will potentially help on systems that are running multiple applications/games.
Better handling of language changes. This is mostly internal behind the scenes stuff.
Re-designed internals of the option menu system in preparation for new options coming soon.
Reduced continue timer from 20 back down to 10
Free Play mode can be “selected”, so the descriptive text is shown even when locked
Locked features (i.e. Free Play) show an unlocked icon
Added Random Stage option (the new default) which will give you a different backdrop from the currently available 3 (soon to be more).
Issues Addressed
Huge optimizations to vector mode drawing.
Fix split screen vectors
Better handling of vector mode characters. Still lots of characters that can’t be drawn.
Fix intermittent crash when switching back and forth between full-screen border-less and “true” full-screen.
I’ve made some significant progress on the Vector Mode, added a 3rd background “Stage 3”, as well as the usual collection of smaller tweaks and requested options.
The
work on Vector Mode has made a new milestone with the completion of
conversion of the fonts to 80s style vector fonts. These will also
smoothly transition when switching back and forth between the regular
graphics and the vector mode graphics. This includes the main menu,
option menus, leaderboards, stats, and in-game prompts and scores. They
still could use some additional optimization, so if you’re playing on a
modest system, you may notice a loss in framerate when things get
serious. This will improve over time as I squeeze out additional
performance. Only basic characters are supported at the moment as well,
so you may notice some missing punctuation, or in the case of fancy
non-ASCII characters, missing characters.
I’ve
incorporated a 3rd background accessible under “Stage 3” in the options
under the Gameplay category. In addition, there is now a “Random”
setting (the new default) that will give you a random background each
play. You can still set it to a specific one if there is a favorite. I
have some other backgrounds designs available and will be hopefully
incorporating them real soon.
Finally, worth mentioning is there
are a few other little features that have been added. One is a requested
Reset Options feature is now available under the Miscellaneous category
that will reset all the options back to the defaults, not just the
controller bindings. Another is when accessing the “exit to main menu”
dialog, you can do a quick restart instead of returning all the way to
the main menu and then restarting from there.
Many thanks to the
great players that have helped shape things with feature requests and
stay tuned for more enhancements based on your feedback.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting!
New Features
Vector mode now supports vector fonts which replace all in-game fonts, with the exception of keyboard key images.
Vector shapes now support multiple colors.
Scores on periodic leaderboards now fade out based on the age of the score.
Optimizations to level generation.
Added
a restart option to the menu used to exit back to the title screen to
quickly start a new game. This is equivalent to exiting to the main
menu and then re-entering the game mode you were in.
Moved some non-control based options from the Controls category to the Player category.
Allow binding keyboard controls to TAB, Backspace, and Caps lock.
Add
a Reset Options command to the Miscellaneous category. This literally
resets every option back to the defaults, including resolution,
full-screen, etc.
Add another “Stage 3” background.
Issues Addressed
Reticle
in vector mode now works for the most part. It still doesn’t match the
size of the non-vector version exactly but it’s usable.
Fix issue where the lens flare on the sun would disappear when returning to the title screen and then starting a new game.
Greetings pilots! A potpourri of new features and corrections for this
release, but mostly centered around enhancements to the HUD.
Many
of you will be happy to know that Solaroids now has a health bar for
player ships. Previously the amount of smoke and sparks emitting from
your ship was the health indicator, and was meant to be a soft
indicator, introducing a little uncertainty to whether you really can
take another hit. But by popular demand, the ships computer system has
been upgraded to be able to take more precise measurements of the hull
integrity. I’ve decided to introduce an inner ring just inside the
current reticle, allocating the back half to health. As you take hits,
this “bar” will shrink from both sides and the color will go from happy
green through yellow and orange to unhealthy red. I expect this will
also help to get a better understanding of how much damage different
hazards and enemies inflict.
But wait, that’s not all. Since I’ve
allocated a whole new ring to the reticle, why use it all for health
when I can use the front semi-circle area to add another requested
feature… Ammo indicators. Rather than having to always glance back up
to the corner of the screen to assess what kind of ammo you have
available and about how much, I’ve added some mini ammo “bars” for all
three weapon types: primary, secondary, and defensive. The area is
divided up into thirds, with primary front and center, secondary to the
left, and defensive to the right. Each is color coded based on the
weapon slot, and in the case of Xbox controller users playing with the
default classic controls, also matching the colors of the controller
buttons they are assigned to.
Following with the interface changes theme, I’ve added some additional indicators to help provide additional useful information.
First,
Whenever the multiplier moves by a whole increment, an indicator will
be shown near the player ship. The multiplier goes up incrementally as
you destroy things, down incrementally when you’re not destroying
things, and by a lot when you take damage. Now you’ll see these changes
as the multiplier goes up and down.
Second, most things have a
score adder associated with it, and that score is further adjusted by
your current multiplier. In this version, the final score adder will
now show up at the point where the score was accumulated. This also
helps to see the exact score value for point pick-ups since I don’t show
the exact value on the pick-up itself, but you’re guaranteed the points
are at least that amount. I expect to add an option in the future to
turn showing score adders on/off if it’s too distracting – let me know.
Finally,
how many times have you started flying towards a power-up only to find
it “expire” in a pop of sparks right before you’re about to pick it up.
This last feature is for you. Now a count-down timer will show up near
the power-up/pick-up if it has less than 10 seconds before it expires,
giving you a chance to decide if you’ve got the skill to swoop in and
grab it in the nick of time.
A huge thank you to twitch streamer Drakkett
and his devoted community for testing out many of the above features
last weekend and for the great feedback in shaping them!! Also, many
thanks to Ultra C for taking Solaroids for a spin on their YouTube channel and providing feedback/bug-reports.
Work
continues on Vector Mode as well. With this version, the configured
player ship colors are now rendered, which includes incorporating the
player stripe color into the missile fins. Power-up icons now render at
the correct size in the HUD as well. Like I’ve mentioned before, Vector
Mode is still very much an experimental feature and is incomplete.
Reticle, fonts, and other bits are still missing and/or incomplete.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting!
New Features
Vector
mode now supports player primary and secondary colors. You’ll be able
to tell each other a part when playing with friends again.
Added a Max Multiplier statistic, which replaces the less useful Small Asteroids Destroyed stat in the statistics display.
Added a Discord menu-item to join the growing official Discord server. You can always join using https://discord.gg/solaroids.
Add
an audio/visual cue to the larger mines. They now chirp and the center
light will blink faster the closer you get like the small mines.
However, the distance is further.
Add a heath “bar” to the
reticle. It is displayed in the back half of the reticle and decreases
in size and transitions to red as you take damage.
Add
primary, secondary, and defensive weapon ammo indicators to the reticle.
These are shown in the front half of the reticle, and are color coded
to the weapon slot type. For example, primary=green, secondary=blue,
and defensive=red.
Adjust mouse idle time from 2 to 3
seconds. When the mouse goes idle (isn’t moving), the ship will orient
to face the direction you are thrusting for cruising as opposed to
strafing mode.
Added indicators for when multiplier changes
(in integer increments). When the multiplier goes up the new value is
shown in green at the player ship’s location. When the multiplier goes
down by 1x (usually due to normal multiplier decay) it will show the new
value in orange. When the multiplier drops significantly (due to
taking damage to your ship), the delta is shown in red.
Added
indicators for score adders. Now when something of value grants you
points, you’ll see the actual total points awarded (with multipliers
accounted for).
Added indicators to power-ups that are about
to time out. When a floating power-up has 10 seconds or less before it
will be removed from the game, you will see an indication of the time
that remains.
BETA and VECTOR MODE IS EXPERIMENTAL text is now less in your face when playing.
Issues Addressed
Fix issue where having keyboard and gamepad bound to player one doesn’t toggle the PRESS # FOR KEYBOARD / CONNECT CONTROLLER messages for other players
Fixed issue where up on the D-Pad was switching the theme when trying to pick your secondary (stripes) ship color
Fixed issue where ship would briefly stop tracking the mouse target when flying in certain parts of the arena. This was at seamless wrap points
Fixed an issue where some components of a boss were not granting the intended score value
Fixed an issue with rapid fire where when picking up one it finishes firing the last burst of 5 (mis-fires).
Hello everyone! Needed to do a quick update to fix an issue with Mouse Locking that was being a little to aggressive in dual monitor setups.
A big thank you to twitch streamer Drakkett for tracking me down, bringing it to my attention, and working with me to isolate the cause. The result is not only the fix for the dual screen issue, but the full ability to turn mouse locking on/off (MS Windows only) from the option menu as well as a hot key (F5). I also added a hot key to toggle borderless window mode on and off (F6) in addition to the existing option menu item. Now dragging the Solaroids window to a second monitor and pressing F6 is a quick way to get it on a 2nd monitor.
Finally,
I had made some additional progress of Vector mode, so might as well
push it out to everyone, right? Vector mode is now in Color! The
colors aren’t finalized, and especially ship color isn’t respecting each
players choices, but it’s starting to take shape. I’m also starting to
work on converting parts of the HUD to vectors, so now the icons for
the power-up prompts are showing up as well as your extra ships and
active primary, secondary, and defensive weapons. With respect to
those, they are showing up way to small, so I’ll be tracking down the
cause soon. It’s still very much and experimental mode with score,
fonts, and such needing the vector treatment, as well as refinement of
the current vectors to make them more readable – especially in the case
of power-ups.
If you miss the Asteroids Deluxe color scheme, don’t fret. I plan on making it an option as Vector mode matures.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting!
New Features
Mouse Lock – Toggle locking of the mouse to the Solaroids game window while actively playing. It is available under the Video option menu, but can also be toggled by pressing F5.
Added F6 hot key to the border-less mode.
Options with hotkeys show the hotkey next to the option name for reference.
Experimental vector mode is now in color.
Power-up/tip icons now show in vector mode in the prompt area at the bottom of the screen.
Extra lives, and active power-ups now show in vector mode in the player HUDs.
Many other tweaks to vector mode.
Issues Addressed
Fix issue where resetting mouse lock was only allowing movement on the primary monitor.
Hello everyone! Thank you to all the players that have tried out some of the recent updates and posted scores to the new Daily/Weekly/Monthly leaderboards.
It’s been about a week since the update to add
Daily, Weekly, and Monthly leaderboards and I see both some familiar
names as well as some new ones. What do you think so far, yeah or meh?
Here’s the top scores for the week!!
And for the month of March (partial month)!
Speaking of leaderboards. I think it would be fun to have a speed run leaderboard. For the current Campaign it would be through Level 10 possibly with intermediate ones for each level to track progress, and for Free Play mode it would be through a certain number of waves possibly with intermediate ones as well. What do you think?
In
other news, work continues on the experimental Vector mode. I’ve
converted more of the graphics and have been playing with simulating the
look of a real vector display. Here’s what it looks like with the
Asteroids Deluxe colors — as available in this EA V1.2.4.2 build. This
still picture doesn’t really do it justice, as the flicker effect adds a
nice touch of authenticity.
I’m
also playing around with adding color into to the mix. Here’s a early
sample of what it’s looking like so far. What do you think? I’m
thinking of making options to tune the vector mode to your liking. If I
do it would probably include an adjustment for full-color vs a single
color, line thickness, beam intensity, and flicker. Would you rather see
these kinds of detailed options, or just a high level
Monochromatic/Multi-color option where I pick the settings?
That’s all I have for this update as far as the bigger changes, but there have been several other smaller tweaks, so see the patch notes below.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting!
New Features
Cycling leaderboards now cross fade as a transition.
Alternate main high score display layout with Daily/Weekly/Monthly tables at the top and Local scores at the bottom.
Always show Daily scores first at the end of a game.
Daily leaderboard will show your score for at least one day, up to two if your really early in the day.
Enhance vector mode to emulate an Asteroids Deluxe style look.
Tweak background transparency for Stage 1 graphics.
Fix initial zoom factor.
Suppress controller vibration when a player is not actively in the game.
Fix potential issue when forfeiting.
Restart soundtrack when entering the actual game.
More updates to German translations.
Issues Addressed
Fix issue with local leaderboards not refreshing immediately when cleared.
Fix issue showing daily/weekly/monthly rank.
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!
Hello players! Round one of leaderboard enhancements is ready for prime time. Solaroids will now show Daily, Weekly, and Monthly scores.
During the EA V1.2.4.0 update last week that released the early version of the Vector
mode, I also put in some behind the scenes work to start collecting
scores for some additional leaderboards. This includes
Daily/Weekly/Monthly boards that are like the First Credit and Any Credit boards that are already established, but also starts recording scores for Control Style specific leaderboards (not exposed yet in-game as I’m working out details on where and how I want to display them).
Anyway,
this update allows the Daily, Weekly, and Monthly First Credit / Any
Credit leaderboards to be displayed in game. They show up on the left
side of the main leaderboard display where the local leaderboards show.
That area now cycles between Daily / Weekly / Monthly / Local boards,
switching every 5 seconds.
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
I hope you enjoy the new boards, and stay tuned for more tweaks related to leaderboards soon.
Cheers and happy blasting!
New Features
Daily, Weekly, and Monthly leaderboards.
Updates to German translations. More coming soon.
Issues Addressed
Per player leaderboard displays now correctly change between First Credit / Any Credit scores while playing.
Improve handling of statistic and leaderboard refreshes.
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!
Hello everyone! A little update with some new features mostly around options and to give you an early glimpse of the work-in-progress on the new Vector mode.
Yip,
I couldn’t resist getting your feedback, so I exposed an option to
change the theme between the normal modern vector illustration style
graphics and a more raw classic vector style. It’s still very much a
work-in-progress so be gentle. I still have to do work to swap out more
shapes/symbols, particle effects (explosions/missile trails), fonts,
and of course the main title, but I’m interested to hear what you like
and don’t like with the direction. Eventually I want to support
additional themes too, so I can put in a nod to my old workhorses, the
Commodore Amiga and C64, and hopefully some other classic systems as
well. You can change the theme from the Effects menu, or for the brave,
you can switch while in the heat of battle with the T-Key or DPad-Up,
which are the default controls mapped to the feature.
There
are also a few smaller updates focused on some usability enhancements
requested from players and Youtubers. You can now fine tune the
sensitivity of the thumb-sticks and triggers for the supported game
controllers. This shows up as Thrust/Rotation Sensitivity options under the Controls
option menu. In addition, you can also tone down the power of the
thrusters if they’re just to much for you to handle using the Max Thruster Power
option. It’s also fun to dial it down just for more deliberate
thrusting experience and a different feel, but unfortunately, if you
dial it down too much, you’re bound to take a beating from random debris
and bullets!!
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting!
New Features
Enable experimental Vector mode. Note this is really early-early-access. It can be turned on either from the Theme option under the Effects category, or by pressing the DPad-Up button or T-Key if keyboard is being used. The control used can also be reconfigured like other controls per Control Style.
Max Thruster Power
option – Adjust the maximum thrust on a player by player basis. This is
both useful to tune to your comfort level, and when taken to the
extreme, makes for some fun times trying to change trajectory to avoid
incoming debris!
Thruster/Rotational Sensitivity
control options – Adjust the sensitivity of the controls used for
thrusters and rotation when assigned to analog controls like
thumb-sticks and triggers. At 100% it will behave as it has, while at 0%
most of the control will be at the end of the pull/push, and at 200%
most of the control will be at the start of the pull/push. This is also
per player.
Reset Controller Layout option.
Display version and EA disclaimer on the in-game option screen.
Add Solaroids logo to the in-game option screen.
Use
machine based-translations, denoted with a (*), as stand-ins for text
that hasn’t been proofread/localized by a native speaker. Yes I finally
pulled the trigger on this one and actually put the machine translations
in until I can get the real ones sync’d up.
Allow the viewing and configuring of player options and controls from the main menu, not just the in-game pause menu.
Move Autofire and Aim on Fire options from the Gameplay category to the Controls category. They are now configurable per player instead of global options.
Issues Addressed
Fix title graphic style/size when starting up under a non-English locale.
Previously Released Patches
Fix regression in camera handling at the edge of the arena when Seamless Wrapping is off.
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!
Hello everyone! Hope you had a great winter and holiday season. We’re still buried under snow, but there’s a light at the end of the tunnel.
Not
a lot of updates for Solaroids for Steam, so my apologies for that.
I’ve been adjusting the infrastructure of the game to support multiple
platforms, so mostly hidden work behind the scenes. I’m also working on
the promised Vector Mode from the Early Access Roadmap, and Monthly and maybe Weekly leaderboards. I’ll hopefully be able to wrap those up soon, but either way will share some progress as it gets more concrete.
With that said however, I was able to spend time to finish a set of Steam Trading Cards
that Valve approved late December. So if any of you were wishing for
some extra Solaroids “bling”, those are available to collect. I tried to
make them both showcase some of the artwork I created, as well as be
useful for players. As such they include design notes and descriptions
of the capabilities of some of the enemy types. They are English only
for now, but I would like to commission localization where there is
enough popularity and if Steam will let me add them. Here are a few
samples from the set of five available.
For those into stary-scapes, in addition to the trading cards, I created several Steam Profile Backgrounds to go with the set. You can collect them while crafting trading card badges. Here’s a preview from the set of five available.
There is also a set of Steam Emoji Icons in the Solaroids theme. Collect enough to spell out Solaroids before I do!
Thank you for supporting me on my journey to try and make the Best Asteroids Style Space Shooter. If you ever want to chat about Solaroids with myself or other players, or brag about your top scores and share tips, join the Solaroids Discord Server. It’s quiet there now, but maybe you can help change that!
I’ve also created a dedicated Early Access Page filled with, gifs, links, and a place where you can sign up to be notified at full launch.
Cheers and happy blasting
New Features
Performance enhancements for Linux/OSX.
Issues Addressed
Fixed issue where soundtrack wouldn’t advance on Linux/OSX.
Fixed issue with camera when Seamless Wrapping Mode is turned off.
Previously Released Patches
Change mouse cursor from “hand” to a cross-hairs.
Balance volume of mine alarm sounds.
Fix issue with camera on resolution change.
Updates to core open-source libraries used on Linux/OSX versions.
Default to Stage-2 graphics, can be changed from the options.
Default to a maximum of 3-continues. Can be adjusted from the Gameplay options menu.
Updated title graphic.
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!
This fall we were able to showcase Solaroids at the local Vandal Overnight Games event. Vandal Overnight Games or VOG for short is hosted twice a year by the University of Idaho. Lovers of all types of games can be found spread throughout the event space. All types of games are represented, from card games, board, tabletop and live experience games, to PC, console, and VR experiences.
I was able to setup three screens across from the University of Idaho’s Polymorphic Games running versions of Solaroids. I even had one running an early prototype port on an Xbox One X Dev kit.
Players battled it out Co-op style, with a bit of competitive death-match style action tossed in here and there in the beta of a new local multiplayer game mode. Previous local multiplayer was limited to a dynamic split-screen mode that adapts the number of splits based on the number of players that have joined. The new Shared-Screen mode instead places all players on the main screen, and uses dynamic camera tracking and zoom to keep all players on screen Super Smash Brothers style. I had just implemented the feature over the few days leading up to the event, so I was a bit nervous about any remaining issues that might be lurking, as well was what general player reaction would be to the new play style. Fortunately bugs were minimal, and both new players, as well as a few that had played it before took to the new play style.
Usually I have an 80″ LCD TV kindly provided by the U of I at these events, but with the event moving to a new building, access to those screens wasn’t available. With the smaller 40″ or so screen provided, the shared screen mode worked well even with the reduced screen size.
I was also able to let players play using some new background elements planned for later stages. Like the shared-screen mode these were recently added just prior to the event.
Here’s some footage of the new mode, as well as the new background elements. I’m playing against three “dumb” bots here that I use while developing, though I plan on including some better bots in the final game for those players that don’t have friends on-hand to battle it out.
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!
Hello! Another small update to release a few small fixes and a couple of new features.
I’ve added a new type of mine I call Mini-Mines. These are smaller weaker versions of the larger mines already in game, but don’t unleash a plasma wave when detonated. They also have an interesting feature where their lights blink the closer you get and make an audible chirp. I may add this effect to the larger mines too, since some times they are a little too stealthy. What do you think? They are now introduced on the level the existing mines were, and I’ve moved the existing mines a few levels later.
Another feature is the addition of an option called Player Spawn Position to choose where new player ships spawn. This is mostly for multiplayer scenarios, but like other options can also be used in single player as well. The default has always been for players to spawn near the sun. Under multiplayer situations, especially Player vs Player setups, this isn’t always ideal. So now there are two other modes available under the Gameplay options menu in addition to the default of Near Sun. Random will spawn player ships at a random place on the map, and Near Other Players will spawn player ships near the average of the positions of other players. This later mode is useful when playing Co-op.
I hope you enjoy the tweaks.
New Features
Mini-mines – Smaller less devastating mines with blinking lights and alarm sounds.
Player Spawn Position Option – Choose alternate player spawn positions.
Pick between the original near the sun location, a random location on the map, or near other players.
Camera shake is now used at key events like destroying bosses/mines regardless of how close the player is.
Increased amount of camera shake (still adjustable).
Issues Addressed
Fixed issue where rumble could get “stuck” when playing in shared screen mode.
Fixed issue where camera shake wasn’t working when taking an impact.
Fixed issue where explosions were not being drawn in certain situations.
Minor changes to the new threat display (justification/sorting).
Once again… Happy blasting!!
Solaroids is available on Steam Early Access and is still being actively developed by Chad Yates as part-time Indie game developer. Come try out the free Demo, join the Community HUB on steam, or join the ranks of brave fighter pilots defending the solar system and competing for high scores and prestige!