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KREEP, tales of low productivity.

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Spidi

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Hi there!

The last two weeks were full of bad luck (health issues, disapproval from Valve, visit at a local veterinarian all kinds of things :( ), and as a result my productivity approached zero. Actually it did reach it when it comes to Unified Theory my upcoming game, but thankfully I could pull myself together to complete and release the 1.2 update for Operation KREEP.

The 1.2 update:

I've written a lengthy post about the contents and details of this update and not much has changed on this front, but I made some extra fluff for the game since.

A new box art kind-a thingy:
gallery_228029_978_8053.png

A new announcement trailer for the update:

I added trading cards to the steam build as it was mentioned (and requested) by many as a good value addition for steam games, because many players go crazy for collecting them. It was not a big deal to create them, but took surprisingly many tries to get every related content right and up for the requested quality bar (though descriptions and requirement docs. were decent).
gallery_228029_978_92067.png

The game itself hasn't been modified much. I found a few minor bugs and fixed them, some were new ones related to the new fine-tunings and modifications, few were old ones hiding for a while now, but nothing major. And as a last minute unmissable colossal modification which happens with every single software close to a dead-line :D , I enhanced the input buffering capabilities of the game and successfully incorporated a "buffered direction change tap" detection logic to make "tile lane changing maneuvers" possible. Seems to be working well, made the keyboard and dpad controls even more responsive and pleasant. It isn't actually that complicated, but sort-of interesting (I guess :mellow: ), so I'm thinking about writing a short post dedicated to the topic instead of delivering an inadequate explanation now.

I'm currently trying to promote the update and the game (press, youtubers, streamers etc...), but probably it isn't going to yield much results. I mentioned before this is not a big deal, I consider this an "experiment", so even if it does not show any return, the update was a rather small one to begin with.

Soon I'm going to have all my time devoted to my next game.

Next stop is the finalized look and the alpha release of Unified Theory which I've been neglecting for far too long now.
Stay tuned!

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Input is often overlooked, I'd be interested in seeing your experience in detail.

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I added trading cards to the steam build as it was mentioned (and requested) by many as a good value addition for steam games, because many players go crazy for collecting them.

 

I like to collect the cards of the games I play often. Hope the cards help make you a bit more money as well.

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Thx!
 

 

I'd be interested in seeing your experience in detail.

Before the Steam release of the game I made a HUUUUUUUGE overhaul of the input logic for the game.
I wrote a pretty lengthy post full of technical details and illustrations about it.
Probably I'm extremely biased, but I think I implemented some really great ideas and made the game/input handling and response significantly better.
If you haven't read it and you are interested: KREEP, input is king!
The next post detailing the recent input change will be similar, albeit shorter and more focused.

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