Exoloper will launch on the 10th of Feburary 2025.
I'm so, so tired.
It's been two and a bit months since my last post, so here's a quick rundown on what i've been doing. I spent a vast majority of the remainder of October, and half of December just fixing the game. Cleaning up bugs, clearing up balance issues, making sure it works and plays as nicely as possible. Overall this is the most polished game I've ever released, and likely, it'll feel a little rough at launch haha. I'm extremely proud of where the game's at, but I cannot stress how complex the game is for a single developer to have built, there's just no way I can be across all the potential issues.
From mid December my work hours became effectively zero, looking after kiddo during school holidays through to mid January. It was a hard pill to swallow losing that time when I knew release was around the corner, and it was why I originally wanted to get the game out in November, but it just wasn't ready.
From Late October I also took an extra contract, working with some other game devs making something pretty cool. I'll write more about that later, when it's appropriate, but for now it's worth noting that between my existing contract work, this new work, Exoloper, and looking after my kiddo, I've not had a lot of time or space for anything other than the absolutely necessary stuff, thus the lag in time between posts here.
This unfortunately included marketing. I'd naievely hoped that I'd be able to at least post a bunch of stuff on socials regularly, showing updates on how the game's working, new features and whatnot. Heck even just flashy gifs of the game. Alas none of that panned out. The perks of working alone.
BUT!
The game looks and feels great (to me). It's tough without being unfair, it's exhilirating without being over the top, it looks like nothing else on the appstore and feels distinct enough from its influences. It captures that initial feeling I was after of being on scaveneger runs, disconnected from supplies or resources, needing to make do with what you've got and hopefully getting out with the goods. And you can step on stuff. Oh boy can you step on stuff.
I imagine some people are going to complain about visibility in close quarters, or that the controls are hard to grok, and thats ok. This isn't a game for everyone, it's a game for a specific group of people who want this kind of simulation. I sincerely hope it reaches a new audience, people who've never played a mech sim before, who weren't around in the 90's to see how detailed these games could be, but if all it reaches is old fuddy duddies like myself, thats cool too.
If the game flops? If it doesn't reach a break even? Thats cool. Totally worth it, I mean, look at it? It's gorgeous.
I can't wait to see what my next post says.
## 31-01-25 // 1.0 rc3 8955
- FIX: BUG: Tutorial issues
- FIX: Incorrect acknowledgment of country.
- FIX: BUG: Campaign select buttons look off on iPhone portrait
- IMPROVEMENT: Lances now look like solid beams.
## 21-01-25 // 1.0 rc2 8929
- FIX: BUG: Tutorial pipes need fixing
- FIX: BUG: Player should be allowed to die in tutorial?
- FIX: BUG: Nullref in when pressing new campaign button.
- FIX: BUG: BUG: Player SSIcon always shows
- FIX: BUG: Tutorial target icons don't come up for static targets
- FIX: BUG: Sometimes enemy units don't properly spawn in tutorial space.
- FIX: BUG: Tutorial exit icon doesn't flash when required.
- FIX: Issue: Dangerous enemies spawn in reinforcement waves too frequently.
## 17-01-25 // 1.0 rc1 8899
- IMPROVEMENT: Spawn only one dangerous enemy at a time.
- IMPROVEMENT: discarding salvage should turn it into parts.
- IMPROVEMENT: Need to have ssicons for objectives in campaign map.
- IMPROVEMENT: UI: Extract items should be a slider, not just on or off
- IMPROVEMENT: change campaign page to vertical scrolling list to show all campaigns
- IMPROVEMENT: Launch button in roster text animation sucks
- IMPROVEMENT: Graphics: Improve walk animations for all Exos, add backwards walk.
- FIX: BUG: Player Target SSIcon is showing for some reason
- FIX: BUG: Active utilities persist after utility destroyed (thermal vision / shields / etc)
- FIX: BUG: Forest maps have debug grid sometimes
- FIX: BUG: Campaign movement is frame dependent
- FIX: BUG: All ui flashes on screen on new scene load, looks unprofessional
- FIX: BUG: Some instances of Time are still used as resource in Foreset Campaign
- FIX: BUG: Campaign Tutorial: If you have zero UAV's and you move before using the UAV, the tutorial is soft-locked.
- FIX: BUG: friendly units don't show up on spawn from dropsequence
- FIX: ISSUE: exit icons need to scale to distance and have distance label
- FIX: ISSUE: Campaign Tutorial: Objective should highlight objective UI
## 18-12-24 // 8789
- FIX: BUG: nullref in spawnutility
- FIX: BUG: player orientation after drop sequence spawn was incorrect.
## 18-12-24 // 8787
- FEATURE: Add pilot to friendly EXO's
- FEATURE: Allied unit spawn system
- FIX: BUG: pipelines need caps on ends
- FIX: BUG: minimap doesn't rotate with torso
- FIX: BUG: popup for error in campaign data doesn't cover whole screen, iPad landscape.
- FIX: BUG: campaign objective ui didn't appear post tutorial?
- FIX: BUG: moving items in modify hud is real slow, iPad landscape
- FIX: BUG: visibility of unit stats text in edit unit in landscape desktop / ipad, is bad.
- FIX: BUG: roster tutorial iPad landscape is in a weird spot at the top of the screen
- FIX: BUG: pressing “done” in modify HUD doesn't save your changes.
- FIX: BUG: still get stuck trying to exit levels sometimes
- FIX: BUG: Campaign Tutorials show just "add unit" and nothing else.
- FIX: BUG: salvage screen in iPad portrait was too thin, couldn't read names of items.
- FIX: BUG: Clear slot in AddItem screen wasn't properly assigned.
- FIX: BUG: Tutorial walls can be targeted through / shot through.
- FIX: BUG: pressing back from "select item" in edit unit doesn't clear active slot
- FIX: BUG: clearing a slot in edit unit doesn't update the model.
- FIX: BUG: Press to close on drop sequence log does nothing?
- FIX: BUG: UI scale does nothing on ipad portrait
- FIX: BUG: UI Scale completely breaks iPad landscape
- FIX: BUG: iPad portrait tutorial in roster doesn't show up.
- FIX: BUG: Reset all data popup doesn't fill screen on iPad mini portrait
- FIX: BUG: CRASH: Missing reference for AI missile explosions
- FIX: BUG: CRASH: Pressed Exobay in campaign
- FIX: BUG: CRASH Missing item?
- FIX: ISSUE: Limit damage percentage per part in Exobay to whole percentage numbers
- FIX: ISSUE: TAC nuke and air strikes need proper descriptions
- FIX: ISSUE: exits aren't marked on minimap
- FIX: ISSUE: Exit line kinda sucked, improved exit arrow instead.
- FIX: ISSUE: units over weight limit weren't reporting in Roster UI.
- FIX: ISSUE: rebuild intro levels to funnel player across whole map.
- FIX: ISSUE: player wasn't added to global radar list, so AI only fought on LoS
- FIX: ISSUE: hard to exit forrest intro mission
- FIX: ISSUE: weight wasn't displayed on equip item to Exo
- FIX: ISSUE: All Drop Squence values are up to 3.2 Kv.
- FIX: ISSUE: offset Exo animation speeds randomly but some small amount.
- IMPROVEMENT: Added visual timers to all timed explosives in UI.
- IMPROVEMENT: Put the bug reporter in settings
- IMPROVEMENT: Changed cockpit colour layout for standard Exo.
- IMPROVEMENT: Rethink the tutorial some more. Seems people get stuck just moving around.
- BALANCE: upped all engine speeds.
## 04-12-24 // 8666
- IMPROVEMENT: when last objective is complete, remove all objectives from list (combat)
- FIX: ISSUE: Nuke / airstrike utilities need meshes.
- FIX: ISSUE: Layout for "roster" UI on iPad portrait is overly cramped and generally not functional..
- FIX: ISSUE: Possible to avoid death due to lengthy death sequence (and callback for onplayer death)
- FIX: ISSUE in LoadTutorial in sceneloadcontroller where it wouldn't properly unsubscribe from Scenemanager.sceneloaded
- FIX: ISSUE: Friendly AI have no self preservtion with explosive environments.
- FIX: BUG: No lighting in exobay on campaign?
- FIX: BUG: Cannot tell which item is highlighted in Exobay Repair with controller
- FIX: BUG: Silo Large explodes half way through its health? (just the effect)
- FIX: BUG: Friendly dead units in combat go pink in Paperdoll UI
- FIX: BUG: Controller hints for next / prev unit in "roster" overlap elements below them in all orientations.
- FIX: BUG: Multiple units of the same name in exobay causes exception in dictionary.
- FIX: BUG: Exception catcher report screen isn't showing anymore?
- FIX: BUG: Roster Tutorial: Order of Parts + fuel + UAV make it feel a bit off when completing
- FIX: BUG: Manual firing with a melee attachment in the same group causes melee animation to play.
- FIX: BUG: Objective title in condensed combat objective ui is too big (reduce font size?)
- FIX: BUG: Mashing "next unit/ prev unit" in roster view can end up showing the wrong unit
- FIX: BUG: Enemy target icons hang around after they die?
- FIX: BUG: Enemy target icons are always now purple
- FIX: BUG: Exo's no longer has step animation in drop mission
- FIX: BUG: Aim sometimes gets stuck at a point close to the player Exo
- FIX: BUG: Dead enemy units can sometimes still proc autofire / ai fire.
- FIX: BUG: Controller: Campaign Tutorial popup loses focus to moveto
- FIX: BUG Button audio doesn't trigger with controller / keeb input
- FIX: BUG: UI: Pilot rank shows as six star after resetting data
- FIX: BUG: Controller: exobay interactions overlap in desktop
- FIX: BUG: Dead enemy units can sometimes still proc autofire / ai fire.
- FIX: BUG: Recycled target UI's don't properly update their colours (sometimes enemies are flagged blue?)
- FIX: BUG: Radar icons for enemies are too small
- FIX: BUG: Friendly AI always want to attack non-priority buildings
- FIX: BUG: Priority target UI marker stays at 0,0,0 until player gets a visual on the target
- FIX: BUG: Player still steps on friendly units, it just does no damage
- FIX: BUG: Selecting units in exobay has gotten funky. Often has the wrong unit highlighted vs whats on screen
- FIX: BUG: Exobay: campaign repair only shows items split into categories, should be per unit, per category.
- FIX: BUG: Tutorial loads into a black screen with UI overlaid.
## 27-11-24 // 8758
- BALANCE: Completely changed all armour values to better work with weapon DPS.
- BALANCE: Removed damage reduction to player.
- BALANCE: IMPROVEMENT: Make enemies easier to kill at lower star ratings?
- FIX: ISSUE: campaign map grass is obviously tiled poorly. Not seamless.
- FIX: Issue: If exo's topspeed is too slow, its impossible to reverse.
- FIX: ISSUE: Decision: UAV Storehouse has no incentive to not take middle choice.
- FIX: ISSUE: Enemy Exo's don't properly fight the player. Kinda just walk around.
- FIX: ISSUE: Post combat popup needs proper art asset.
- FIX: ISSUE: UI: cell extract "weight" descriptor sometimes overlaps with title.
- FIX: BUG: Objective UI race condition led to nullreference.
- FIX: BUG: paperdoll engins and power icons overlap in campaign with multiple units
- FIX: BUG: Extracting a friendly unit ends the campaign
- FIX: BUG: Camera in exobay during campaign is glued to the floor. (not responding to selected unit)
- FIX: BUG: control stick shouldn't move during UI mode
- FIX: BUG: Priority target selected in non combat missions (drop / tutorial)
- FIX: BUG: Graphic: Smoke from utility doesn't render in front of smoke from explosions
- FIX: BUG: Radar destroyed building is offset from original buildings position (likely rotation issue)
- FIX: BUG: Touch controls show up in Modify Hud when using controller
- FIX: BUG: Controller: UI navigation and camera rotation are set to the same stick in Exobay.
- FIX: BUG: Controller buttons for Save Loadout (confirm / cancel) collide with Paint type selections in desktop / ipad view
- FIX: BUG: Campaign node selection on controller constantly fires "selected" event when holding down left trigger, making UI look broken
- FIX: BUG: When using controller on campaign map, it often doesn't select the node you're pointing at.
- FIX: BUG: when using controller player facing in campaign is off by 90 degrees.
- FIX: BUG: Craters float in the air. should raycast to ground level.
- FIX: BUG: Post campaign -> done needs event button bridge
- FIX: BUG: Buttons made non-interactible via canvas groups could still be invoked by event button bridges
- FIX: BUG: extracting a friendly unit doesn't remove them from the unit view (immediately)
- FIX: BUG: iPad Landscape: can see "EXTRACT" on campaign main view (despite closing extract screen)
- FIX: BUG: Opening Exobay in campaign shows teamcolour Exo? looks like units aren't properlly filling out?
- FIX: BUG: Cannot go to pause menu using PS4 controller
- FIX: BUG: cannot zoom in campaign with controller
- FIX: BUG: using directional pad when in campaign for non-main campaign ui results in changes to campaign map.
- FIX: BUG: when pressing "cancel" button in remap buttons it leaves remap screen
- FIX: BUG: Cannot exit Modify Hud when in iPad Landscape
- FIX: BUG: Modify Hud doesn't work with controller
- FIX: Bug: DPS Calculations are way off.
## 13-11-24 // 8494
- ISSUE: drop combat frequently gives no challenge
- BALANCE: Changed recharge time on Infantry Carrier Utility to 30, from 20 (used in AI APC's)
- IMPROVEMENT: Graphics: Redo ground textures for forest to better incorporate "wet" feel
- FIX: Bug: Rain droplets on cockpit shield during drop sequence
- FIX: Bug: Tutorial for paint / loadout don't work on ipad / desktop
- FIX: UI: Tutorial: iPad unit editor covers pressable stuff.
- FIX: ISSUE: Lighting feels a little flat during night time
- FIX: Bug: UI: Tutorial: Instructions on Settings overlap after going into settings menu
- FIX: BUG: Unit target icons don't show up after going into settings mid combat
- FIX: Bug: Exit direction line is active during drop sequence
- FIX: Bug: UI: Objective toast covers settings button and objective UI
- FIX: Bug: Combat Tutorial: Launching smoke doesn't tick off task.
- FIX: Bug: Autofire sometimes targets dead units
- FIX: BUG: Some clouds / epxlosion effects render in the wrong order (particularly the large blast)
- FIX: Bug: Tutorial popups would overlap or retain after changing menus.
- FIX: BUG: In tutorial: Weather isn't centred on player
- FIX: BUG: CRASH: lol crashed with bugreporter
- FIX: BUG: after mission report said I got 23 parts, didn't get any
- FIX: BUG: CRASH: Nullref on second playthrough of drop sequence in one session (two campaigns)
- FIX: BUG: CRASH: Tried to repair player during campaign.
## 25-10-24 // 8434
- Feature: Add save data validation on launch.
- IMPROVEMENT: Tap to close tutorial popups
- IMPROVEMENT: Hit effects for projectiles feel weak. Make them bigger
- IMPROVEMENT: Move IAP View to main canvas view.
- IMPROVEMENT: Explosive Utilities need meshes
- IMPROVEMENT: Explosive Utilities need proper sound effects.
- IMPROVEMENT: default levels for music are too loud in combat (overrides footstep sounds)
- IMPROVEMENT: Buttons on touch are too bright? Make them a little transparent
- FIX: BUG: Audio was forced to mono.
- FIX: BUG: if a friendly is in step range, you step them. (animaiton)
- FIX: ISSUE: utilities tutorial isn't very good. doesn't demonstrate why you should use it. Switch to speed.
- FIX: BUG: UI: pressing clear slot in edit unit takes you back to roster.
- FIX: BUG: settings -> forefit campaign popup doesn't appear in iPhone Landscape
- FIX: BUG: Objective for destroying buildings always comes up with "destroybuilding" remove this part of the string
- FIX: BUG: CRASH: Pressed "next unit" in roster: Argument out of range exception
- FIX: BUG: CRASH: Pressed Save new in loadouts
- FIX: BUG: error after choosing Utility exo
- FIX: (potential) BUG: CRASH: Unable use Loadout with no longer existing item.
- FIX: (potential) BUG: CRASH: Repeat Crash on load. "Type is not a dependency: PlayerInput"