This past month has been devoted to pretty much just tidying up the game. I'm super happy with where its at right now, and just want to get it to the point where I'd be happy to hand it over to some fresh faces.
The biggest addition was adding in a new tutorial system. This new system is more like what most people would expect from a mobile game, hiding all elements that aren't required until they're needed, highlighting the important parts, etc.
Its not particularly engaging, cleaning up a game, but it is satisfying, in the same way that you might find the act of cleaning up your living room not particularly fun, but you're happy when its done.
Whats really nice is seeing how close I am to launch. I can taste it in the air. That bug list in particular gets radically smaller each day, which is particularly nice to see.
The only hitch in this whole plan is that for external reasons, I may decide to launch the game with another campaign ready, which would push out the launch deadline by about a month. We'll see how that pans out over the course of the next week or so.
- Feature: automatically push throttle to max on fuel injection.
- Feature: Doors in tutorial need to actually open instead of disappear.
- Feature: Tanks need Paintiable trimsheet for exobay
- Feature: Tie campaign length + objectives to difficulty level
- Design: Rethink Campaign POI graphic states
- Deisgn: All items need descriptions in Info page
- Tutorial: Initial campaign step should move on UAV use.
- Tutorial: First time popups.
- Tutorial: Menu: Campaign selection
- Tutorial: Menu: Exo builder
- Tutorial: Campaign map
- Tutorial: Teach what Parts, UAV, Fuel are used for.
- Tutorial: Combat tutorial expansion
- UI: Don't show core components in extraction
- UI: New objectives added during a mission requires a UI Toast to show full objective details
- Graphics: Shield needs better shader
- Graphic Design: Melee Weapons need icons
- Bug: Knockback (hammer) doesn't feel quite right?
- Bug: AI not firing as much as they maybe should?
- Bug: keyboard control tooltips show up on mobile
- Bug: Items + units lost not coming up in player destroyed end of campaign
- Bug: Exobay: Adding a new unit reverts selection to the first unit, should be to the newest unit.
- Bug: nullref on extraction
- Bug: campaign marked as destroyed when only one leg was lost
- Bug: UI: Losing an arm shows both arms as destroyed
- Bug: Units added via hangar can become priority target?
- Bug: Spawned units via hangar don't get added to paperdoll
- Bug: Player paperdoll doesn't update in combat
- Bug: Smoke launcher sfx happens on player, even when played from other units
- Bug: Allied Infantry dont fire?
- Bug: UI: Forefit campaign / reset tutorial save need to close on accept.
- Bug: sometimes ik control for stick gets reversed
- Bug: Campaign: Able to move while on combat node
- Bug: Getting common loot in loot drops
- Bug: Combat nodes show when selected, even when not revealed.
- Bug: Nullref: Missing Infantry icon for PaperDoll
- Bug: Campaign extraction UI_VCampaignover Out of Range Exception:
- Bug: Unit weight maxes out at < weight max, not <= weight max
- Bug: Utilities disappear sometimes?
- Bug: Exo parts spawn without exo in Exobay
- Bug: Exobay OutOfRangeException
- Bug: Exit colliders need to be far wider
- Bug: Destroyed bunker object has no texture
- Bug: remove time UI from extraction page
- Bug: UI: Tutorial UI often covers interactable content, should have a non-purple background as it's not interactible.
- Bug: UI: Campaign Tutorial: Repair popup stays in exobay until all tutorials are complete. Should be a one and done.
- Bug: Campaign Tutorial: Extract button always appears at extract node of tutorial.
- Bug: Roster: clearing slot means you cannot equip into other slots.
- Bug: UI: target reticles not coming up for shooting / manual fire in tutorial
- Bug: Hangar spawned units have no SSICON overlay.
- Bug: Units spawn in truss of space elevator in Space Elevator level
- Bug: Units spawn in factory in Badlands level
- Bug: Infantry pod deployed units need to show up on radar
- Bug: Unit SSIcons aren't appearing when they spawn in / in drop sequence again.
- Bug: Campaign UI: Remaining Mission time doesnt update
- Bug: Play two campaign missions in a row, nullref on UISSExitIcon.Expand()
- Bug: Drop sequence, no planet, fog present.
- Bug: Tank components need names for exobay repair
- Bug: zooming in campaign is a bit broken
- Bug: Campaign: Travel button sometimes gets stuck in a weird tween state, like it's size has expanded but the container hasnt?
- Bug: Campaign: If no location is selected, travel button still shows up.
- Bug: Campaign Salvage Menu: Salvage sliders start at arbirtrary point, should be zero.
- Bug: Graphics: No connection point on medium exo's shoulder weapon mounts
- Bug: Sword weapon has Exo Trimsheet, not weapon trimsheet texture
- Bug: Exobay: Cannot equip infantry with weapons as the only weapons player has are vehicle ones.
- Bug: craters have emiss in their texture
- Bug: UI: Once you save a loadout on a unit, switching to a new unit will open the loadout page after pressing edit unit, instead of main loadout page.
- Bug: UI: Shouldn't be able to launch extract with zero items
- Bug: UI: Input field in save loadout popup doesn't clear on open
- Bug: UI: Input field in loadout keeps placeholder when typing into it?
- Bug: exits still not showing properly on drop sequence, on device
- Bug: Fortress seems to be the only combat map that gets populated