orlogoiconblueOur time in Beta has been a lot of fun.  I didn’t expect to stay up for hours on the first night responding to feedback and making changes.  We’re grateful for Kitty_Haz_Claws, who has helped promote our game, and has shared it with her friends and community.  We appreciate all of the feedback that you are giving, and would love to hear about any ways we can improve our game.  We’re done with school for the semester, so we should have more time to dev.  The release of Outer Rim does not mean that we will not be adding more content, or avoiding bugs.  We will continue to patch the game and respond to feedback.  We are also working on a mobile version, so you can take Outer Rim with you wherever you go.

Some of the features we want to add include:

  • Stats/classes for player ships
  • New music
  • Local leaderboards
  • A couple gamemodes (hard mode and endless spawning)

Changelog:

  • Added pause menu
  • Added some audio options
  • Added asteroid particles
  • Added a little more controller functionality (specifically for pausing the game)
  • Added new art for the volume sliders
  • Added a respawn for the enemies when they move too far away
  • Added points when you destroy an asteroid
  • Added a new enemy ship called the Swarmer
  • Added new logic to the WaveManager that will spawn swarmers every wave increasing over time
  • Added a tracker that tells the player how many enemies are left in a wave
  • Added a pointer for ships that are far away from the player to make it easier to notice where they are
  • Added a warp effect that takes you to a new region of space
  • Added new explosions for the carrier ships
  • Added information on what each pick up does to the how to play screen
  • Added a mute all sounds button to the volume menu
  • Removed visible boundaries (replaced with invisible boundaries that prevent you from moving past them)
  • Removed the health pickup.
  • Removed enemy destruction when hit by an asteroid
  • Fixed issue with leaderboard not updating
  • Fixed some issues with health not updating after losing or gaining health
  • Fixed enemy collider sizes
  • Fixed some materials that were too emissive
  • Fixed some of the control layout issues on keyboard
  • Fixed delay on death
  • Fixed enemies giving points for running into asteroids
  • Fixed a bug where you didn’t hear the pick up sounds
  • Fixed a bug where the audio would start at 0 when the game is first launched
  • Fixed a bug where the lasers would go invisible over time
  • Fixed a bug causing a controller to skip over one of the volume sliders in the options menu
  • Fixed a bug where the shield pick up would not activate the shield
  • Fixed a bug where lasers would sometimes go through player and enemy shields
  • Fixed a bug where hit effects would not spawn for some ships
  • Fixed a bug where the dual laser pick up would not trigger
  • Fixed a bug where the asteroids would fly through the carriers
  • Fixed a bug causing the carrier explosions to go off multiple times
  • Fixed a bug where swarmer shields would not reset properly after being destroyed
  • Fixed a bug where the cursor would show during gameplay
  • Fixed a bug were running into an enemy ship will no longer destroy that ship and you will not take damage from it.
  • Fixed a bug where asteroids would spawn during the warp effect
  • Fixed a bug where the Ranger shields were not visible
  • Fixed a bug where the cursor would not show up in the pause screen
  • Fixed a bug where the pointers would not spawn on some enemies
  • Tweaked main menu
  • Tweaked the speed of the loading screen
  • Tweaked the appearance of some of the UI
  • Tweaked some A.I. variables
  • Tweaked the cost of all base ships to 500k and color variations of those ships to 250k down from 500k
  • Tweaked the rate at which non swarmer enemies spawn each wave
  • Tweaked the position of some player ships in the main menu
  • Tweaked the colliders of the the deathadder
  • Tweaked the simpleAI script to make the path of those enemies look more realistic
  • Tweaked the explosions used by both the enemy ships and carrier ships to make them randomly chosen
  • Tweaked the lock on image
  • Tweaked the sound of the laser
  • Tweaked the sound of the shield pick up
  • Tweaked the effectiveness of the shield pick up from 3 to 6.
  • Tweaked the rate of pick up spawns from every 5 waves to every single wave
  • Tweaked the time between waves from 3 seconds to 1 second
  • Tweaked the distance from which enemies spawn down to ~6500 from ~8000
  • Tweaked the cooldown of the missile from 10secs to 9 secs
  • Tweaked the explosions for each ship for better optimization
  • Tweaked the tracker image
  • Tweaked the warp effect

 

claw-ship-top-downwith-logoThis blog is pretty overdue, but Outer Rim started as a casual side project that we worked on over the summer.  We were just three guys looking to continue learning while school was out of session.  All three of us had the same goal: to release a game before we graduated.  Outer Rim became the project that would help us achieve our goal.

The development of Outer Rim has been an awesome experience.  Jeff made an arcade cabinet to feature our game, we showed off our game at the Milwaukee Maker Faire, and we met a streamer that has helped promote our game.  The development of Outer Rim has been stressful at times, but it has been an experience that I will never forget.

I know we haven’t had a changelog before, but we wanted to start now that our game is more public.

Changelog:

  • Added visible boundaries to level
  • Added guns to carriers
  • Added new pickups (health, shield, fire rate, double lasers, missile barrage)
  • Added new skyboxes
  • Added variations for space dust particles
  • Added a light to the ships
  • Added update warning page
  • Added target tracking arrow to point to enemies that are out of view
  • Added a few enemy ships
  • Added color correction script
  • Removed pickups that level up weapons
  • Removed broken enemy A.I.
  • Fixed rotations and sizes of ships on the main menu
  • Fixed difficulty scaling
  • Fixed player lasers losing sound
  • Tweaked health of the carriers
  • Tweaked tips on the loading screen
  • Tweaked materials for lasers