Mechadroids Round 2 & Update 1.0.1

Congratulations to the Mechadroids Hall of Famers from round 1! It was a tough round for some people and some vicious fighting took place for those highly coveted positions! The hall of famers will be remembered on the Mechadroids site long after the last Mechadroid has fallen into a crumpled cardboard pile.

That said, onto round 2 and update 1.0.1. The focus of this update is to fix bugs, tweak balance and introduce a few small changes into the game. The exciting new features will come in Round 3 (update 1.1.0).

So, stable that arm back on since it’s round 2… fight!

Here is the full changelog…
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Mechadroids Update 0.5.1

Here is our first balance update for Mechadroids version 0.5.x. We’ve tweaked a few things and run a reset.

With each release we’re running a 20 question quiz. Congratulations to ‘Pringle’ won the prize of 300 fragments, ‘Dracuella’ won 200 fragments and ‘Inveracity’ won 100 fragments! We’ll be running another one today so feel free to drop by our IRC channel.

All participants will receive 50 frags and frags are premium content currency for Deadworld Studios!

Changes:
– [Server] Battle turn sequence algorithm has been improved to make it scale better
– [Server] Attack and defence attribute calculations have been improved for scaling
– [Server] Bot Mechadroids slowly gain credits each hour up to a maximum
– [Server] Credit stealing from lower levels has a much greater fall-off

Bugs Fixed:
– [Client] Players leaderboard is sometimes duplicated when returning from inactivity
– [Client] Crashes in players leaderboard when returning from inactivity
– [Client] Crashes in techlab/store/weapons lab/shields lab when returning from inactivity
– [Client] Adding a player from the ‘Recent Events’ could cause a crash

Mechadroids Update 0.5.0

We have a big update for you today! Mechadroids 0.5.0 has just been released!

We’re very proud to show off all the new artwork. The game has been brought to life with the style shining through. This is the last major release before we launch Mechadroids onto Google Play. Starting today we enter a month of rapid balance testing and so we need your support now more than ever.

For the next three to four weeks we’ll be running Mechadroids for week long rounds and then changing the balance to see how well the game plays out. During this time we’ll also fix any obvious bugs, show stoppers and quick wins.

We’re almost at the major milestone so wish us luck and we hope you enjoy the release!

Here is the full changelog…
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Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC