Author Topic: Neurovoider (now at Beta 24) $  (Read 7880 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Neurovoider (now at Beta 24) $
« on: October 09, 2015, 02:27:27 PM »
http://neurovoider.com/  $9.99 Win/Mac/Linux
http://store.steampowered.com/app/400450

Quote
NeuroVoider* is a twin-stick shooter RPG set in a cyber futuristic world about brains shooting around evil robots with nuclear rocket launchers. Battle through the horde of vigilant robots, boost your character with the smoking remains of your victims, and defeat the master NeuroVoider to end this eternal war. Play it coop with up to 4 friends, or go alone in an adventure of hack'n'slash rampage, with a pinch of rogue-lite, and some permadeath. * may contain explosions.

Features

Action packed top-down shooting. May include explosions.
Local multiplayer up to 4 players. Total coop rampage.
Procedurally generated content and hazards. Hope you don't mind a few game overs.
8736 unique enemies to blow up. Yes, we counted.
Tons of loot to customize your character with. Explode your foes with that "double twin-plasma shotgun of father doom" you've just dropped.
Gigantic bosses to challenge your bullet dodging skills. Chances are that they don't fit on your 4K monitor.
Powerful dark synth music by Dan Terminus. May your ears survive the beat.

Quote
New:
Reactors now have a “destroy” label above them
Added an option to disable text animations

Changes:
Changed the design of holes (should be more distinct from walls)
The pause menu is now real pause
Made the controls permanently visible while the game is paused

Fixes:
Fixed item name generation not being enough random
Fixed flame thrower flames not being displayed properly on the ground
Fixed fragmentation weapons being too powerful

 :D
« Last Edit: March 31, 2016, 05:05:46 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 6) $
« Reply #1 on: October 23, 2015, 04:12:52 PM »
Alpha 6

Quote
New:
Introduction of the boss system (limited to one boss for the moment in order to test the stability of this system; alpha 7 will have true random boss and 3 different families of boss)

Changes:
Elite enemies smoke more quickly when damaged
Elite enemies now have better chance to drop rare items

Fixes:
Fixes camera position while zooming in multiplayer (should not have jaggies anymore)
Fixes recoil limit to have a maximum value (preventing to skip colliders if recoil is too strong)

Changes:
Weapon damage have been re-ranged (base DPS is now 150)
Reduced fragmentation weapons range
Reduced lasers lag

Fixes:
Fixes grenades rotation being inverted
Fixes some inventory misaligned characters
Fixes railgun lasers going through walls
Fixes grenades collision box
Fixes a possible memory leak and added better error handling
Fixes the impossibility to change resolution
Fixes Windows “N” compatibility
Fixes a very rare crash occurring when fading the sound and loading a new song at the same time
Fixes some wrong colliders
Fixes a rare crash occuring when exiting the game
Fixes a crash related to music files when startint the game
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 7) $
« Reply #2 on: November 06, 2015, 01:32:33 PM »
Alpha 7

Quote
New
Bosses are now truly proceduraly generated
Added 2 new boss families
Sliding bosses now generate sparks on their rail
Hidden options to display the frame per second (launch the game with the -showFPS command line argument)
Hidden options to unlock the 60FPS cap (launch the game with the -unlockFPS command line argument)

Changes
Removed micro freeze on melee weapon attack
Updated the bosses assets
Tweaked smoke/spark particles on bosses and mini-bosses (less particles)

Fixes:
Fixes low EP warning showing even in brain form (again)
Fixes game hanging during loadings if the network connection is slow
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 12) $
« Reply #3 on: December 18, 2015, 05:33:48 PM »
Alpha 12

Quote
New
Frostbite environment, along with its associated hazards and new Dan Terminus track

Changes
Revamped the Rampage class special skill:
It doubles the fire rate
It no more keeps firing until your EP are empty
It fires both weapons with a bonus EP regeneration (+150%)
The downside is that you can't move when using the skill
Auto burst fire weapons now fire the complete bullet burst when you start firing (you could previously stop a burst)
Close range enemies (pink) are now more aggressive and deal more damage
Weapons EP consumption is less randomized (this should avoid finding too cracked weapons)
Update explosions sprites and effects and made them more random
Added a slight shadow to the teleport animation so that it is visible in the Frostbite environment
Re-aligned some text in the inventory

Fixes
Fixes splash damages sometimes missing 1 out of 2 enemies
Fixes a rare crash occurring when fading music
Fixes gravity pull skill attracting enemies beyond the player's position
Fixes destructible elements blinking when using a skill
Fixes EPS / DPS computation and EP consumption precision
Fixes an UI typo
Fixes screen resolution listing only searching for 60hz compatible resolutions
Fixes flames' light not being centered on the flames
Fixes bio barrels dealing 4 times their intended damages
Fixes flames and bio particles not being correctly spread over enemies / players
(Tentatively) fixes "real" fullsceen mode crashing on some configurations

Quote
Changes
Totally reworked the drop rates of all items, there should be more green/blue items and less gold items (it's quite balanced yet, but it paves the way to better drop rates management in future updates)
Frotress has now a faster special activation animation and reduced cooldown
Lots of changes regarding how items' properties are calculted, applied and displayed in the inventory:
Visions don't give HP bonus anymore
Transports don't give EP bonus anymore
Cores don't give HP regeneration anymore
"Movement" bonuses on Transports have been renamed "Agility"
All multiplicative bonuses are now processed as +% bonuses
There are no more malus
All bonuses now have a wider range of values
Speed and recoil bonuses are now +% bonuses   
Cores can have EP and HP bonuses
There are now less differences between classes in terms of total HP and total EP
All classes now have the same base EP regeneration rate
Increased movement speed of all classes and reduced the difference between them
Renamed the "upscaled" fullscreen to "borderless" (because that's what it really is, there's no real upscaling involved)
Updated barrels art to make them blink

Fixes
Fixes Dash special skill will no more be impacted by Visions properties
Fixes handguns not compatible with Rampage special skill
Fixes a possible crash when using Fortress special skill

Quote
Changes
Crystals are now attracted by the center of the player hitbox instead of the robot's feet

Fixes
Fixes a graphics corruption on the title screen with Intel GPU's
Fixes last boss crashing when loading (reminder: the last boss isn't in the game yet, it's a copy of the 3rd boss instead)
Fixes a corridor where Fortress couldn't go through

New
Your game stats will now be displayed on the game over screen and the game will track your best scores
The game now tracks your playtime and kill counts (but there is no dedicated stats menu yet)
Tips will now appear during loadings and in the pause menu

Changes
Generators will not spawn in water anymore

New
Destructible speakers (with a chance of dropping items)
Exploding barrels and hazards
Loot crates

Changes
Reduced the amount of freezed frames upon explosions
Updated flames and flamethrowers art
Sewers are now darker
Color palette has been updated to better suits to color blind people

Fixes
Fixes players spawning with wrong positions

New
New rooms added to the sewer environment
Launch option to hide the version number (launch the game with the -hideVersion command line argument)

Changes
Sewer music has now a shorter intro

Fixes
Fixes game hanging at startup if internet connection doesn't work well

Fixes
Fixes player spawning in water in the sewer environment
Fixes elite sometimes not spawning while its minions did

New
Sewer environment
Two new Dan Terminus tracks for the sewer
The full run and progression system: you can now choose level variants when proceeding to a new level
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 15) $
« Reply #4 on: January 22, 2016, 06:27:27 PM »
Alpha 15
Quote
IMPORTANT

The game now uses OpenGL instead of DirectX. This has several benefits:
Windows Media Player is no more required (that was a real pain)
The game should now run on Windows Vista and Windows XP
It should fix nearly all issues some players had with fullscreen
We only have to maintain one single build to support Windows, OS X and Linux
There are a couple drawbacks though:
keyboard layout can not be automatically detected anymore, there is now an option to switch to azerty
loadings are less smooth because of OpenGL managing threads differently, the only noticable moment is during level loading (tips appear a bit laggy)

Known issue

Retina (Mac OS X) and 4K displays (Windows) are not working unless you disactivate Hi-DPI mode in your system resolution settings.

New
Mac OS X and Linux (inc. SteamOS) support
Added an options to specify that your keyboard has an azerty layout

Changes
Switching back to require a restart if the resolution is changed (this was causing too many issues, we'll get back it later)
The fullscreen mode has been removed, it is no more relevant with OpenGL
Musics are now encoding in full bitrate OGG, you can expect a better quality (it previously was WMA, arg)

Fixes
Fixes Windows Vista incompatibility
Fixes Windows XP incompatibility
Fixes a lot of fullscreen issues


Quote
New
Trashing items now reward you with "scrap". There is currently no use for scrap yet, this will come in the next couple updates
Trashing and sharing items now come with options to select all items, all non-new items or all items from different classes
Items are now automatically sorted. All non-new items are placed left of the equipped item, and new items are sorted by rarity. The game will also try to place weapons you like the most next to equipped ones.

Changes
The game will now delete the "UserPreferences" file if it crashed. This will prevent the game from crashing again if it crashed due to unsupported graphics settings.
It is no more required to restart the game to change the graphics settings (except for the fullscreen mode option)
Changed the music encoding and file compression algorithm. This is a preemptive work to get everything working fine on Mac & Linux

New
You can now select your class at the start of a new game, right before the skill, and the screen has been renamed "build selection"
Interface revamping has started: there are now tabs in preparation of the coming new features

Changes
Inventory and class/skill selection interfaces now have lower font size (this will make the UI less compact)
Changed the player background image of the inventory

Fixes
Fixes Frostbite boss arena fridge colliders
Fixes railgun warning laser being displayed under enemies and players
Fixes destructible elements producing the "hit" sound if they're taking 0 damage
Fixes nuke not being correctly aligned in the inventory
Fixes the slight visual gap between legs and body of enemies / players
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 20) $
« Reply #5 on: March 04, 2016, 03:53:37 PM »
Alpha 20

Quote
Big milestone this week: the inventory features are now complete! You can now use the Forge to create rare items with scraps, as well as Boost existing items.
We also removed the health regeneration after each level and introduced a repair feature, but fear not, new ways of healing in-game will be introduced soon.

So many new features that we haven't been able to balance this version yet, woops! Scraps needed to boost items is very low, and you can easily be overpowered. Everything will be balanced correctly next week, but until then you should be able to have some extra power fun. :)

New
Introduction of the "Forge" menu! You can now use scraps to create random rare items.
You can now "Boost" items to enhance their HP/EP/DMG in exchange of some scraps. This option replaces the "Share" option (which has been moved, see changes). Boosting items is still a bit rough (unbalanced), we will polish it in a future update.
There is now a "Repair" feature in the inventory. This has multiple impacts on the gameplay:
HP are not recovered after a level anymore;
if you finish a level with less than 25% of your max HP, you are automatically repaired up to this value;
repairing costs scraps, this cost increases if you repair multiple times in a row and is also higher as you progress;
you have a free repair after each level.

Changes
The Frostbite environment has been revamped, it now has more detailed graphics and less regular rooms AND ice is now slippy!
The Sewer environment has a bit more details
"Trash" action has been renamed "Scrap"
"Share" has been moved to the "Scrap" menu
Items EP now scale up with the difficulty (very slightly)


New
You can now test weapons directly from the inventory with the new "test" tab
We added the logo of our publisher at the beginning, because they are cool people
Added lots of new gamepad drivers, the full list can be digged from https://github.com/gabomdq/SDL_GameControllerDB

Changes
The fire rate of manual weapons is now clearly displayed as "man." in the inventory instead of an irrelevant number

Fixes
Fixes bullet collisions sometimes skipping a frame
Fixes a few colliders in the Sub environment
Fixes gamepad mapping being totally off if gamepads of different brands are plugged

New
Subway environment and its escalators which can slow you down or speed you up

Changes
Switching class is now better explained and the inventory will tell you the required conditions to make the switch
The game now forces a 16:9 aspect ratio no matter the selected rendering resolution

Fixes
Fixes Retina and 4K resolutions
Fixes a few typos (riffle, desactivate...)
Fixes mouse coordinate issues on OS X with Retina displays
Fixes screensaver appearing when playing with a gamepad
Fixes the automatic inventory sort of prefered weapons (it was sorted from worse to better, instead of better to worse)
Fixes a rare crash when a music stops
Fixes weapon shot EP and visor skill power stats comparison
Fixes music volume randomly changing

Fixes
Fixes game being cropped or too small on 4k displays (Windows & Linux only)
Fixes game crashing due to OggStreamer
Fixes screen being either purple or glitched when the launching the game
Fixes Linux gamepad support
Fixes text renderding in the inventory compare tab
Fixes a few glitched sprites
Fixes mouse position when using windowed mode

New
You can now compare items with throught a new tab in the inventory. Hold LT (gamepad) or S (keyboard) to switch to the expert mode!

Changes
The inventory automatic sort has been improve to better suggest weapons you like
The color palette of all enemies / items has been updated to look more metallic and there are a couple new sprites
Reworked a bit the inventory text alignment
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Alpha 22) $
« Reply #6 on: March 18, 2016, 05:48:20 PM »
Alpha 22
Quote
Yet another game changing update! Alpha 22 brings a lot of changes. There are now instant-repair packs dropping on elite enemies, the skill system has been totally revamped (and most skills modified) and crystals are now used to recharge skills and no more for map progression!

Our goal with this update is to make the game way more dynamic by encouraging to go right in the action instead and hiding. Melee weapons also received yet another boost with some cool skills.

The new skills' power and recharge are not quite balanced yet, we will balance that better next week.

New
Elites enemies now have a chance to drop instant-repair packs! Drop chance is dependent to player's current HP (the lower the HP, the higher the chance) and repair packs will disappear if not looted fast enough.
Skills have been revamped! Half of the skills have been removed to introduce new ones:
removed skills: Lag, Rust, iddqd, WD64, Bouncing ball, Friendly Fire OFF, Hack, Gravity Push, Gravity Pull, Come at me bro'
new skills:
Trade-off: 150% more damages taken and dealt
Fast-paced: free dash
Extreme overheat: overheating also generate an explosion
Blueprint: see reactors on map
Jackpot: start with more scraps
Blade master: all looted weapons are melee weapons and use half the EP
Berserk: every melee attack give you a temporary invulnerability and return bullets
Telekinesis: barrels instantly explode
Null: no skill at all
Hardcore: you only have 1 HP but an increased EP regeneration
Unstable: you start every level with a random skill

Changes
Skills no longer have a cooldown time and now recharge by picking up crystals or by killing enemies (it depends on the skill)
Crystals are no more relevant to level completion, the main objective is now to destroy all reactors and the interface has been changed accordingly
Skill recharge bar is now animated when the skill is ready and displays the key to use it
The "destroy" label on reactors is now more visible / not affected by the ambiant ligthning anymore

Fixes
Fixes a bug that forced any rare items to be green
Fixes Time Stretcher skill duration not being the same has the displayed duration bar
Fixes some audio related issues on all platforms
Fixes the echo sound


New
Furnace environment and its conveyor belts!
New item names for rare items

Changes
Revamped nearly all weapons! New behaviors, sounds, and balanced all of this
Rampage now starts with a shotgun and Fortress starts with a rocket launcher
HP and EP have been rescaled for all equipments (more linear)
Difficulty scaling have been lowered (the game gets harder less quick)
A bunch of AI parameters have been tweaked
Loot drop rate tables have been modified and loot should be more balanced
The forge now has 100% chance to create a green item, 50% to create a blue item, and 25% to create a yellow item
Scraps costs have been balanced (it shouldn't be broken anymore)

Fixes
Fixes a bunch of bugged tiles in Frostbite, Sewer, and Sub
Fixes a crash while loading a Sewer level
Fixes bullet rotation after hitting a Fortress shield
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Neurovoider (now at Beta 24) $
« Reply #7 on: March 31, 2016, 05:07:42 PM »
Beta 24

Quote
New
Boss weak spots now have an outline to better spot them
The game will now display the controls upon your first game (this is temporary while we work on a proper tutorial, and players who played the alpha may see this message)
Added new variations to Furnace
Added new boss arenas

Changes
Switched to beta!
The game doesn't check anymore if a new version has released (every platform the game is on now has automatic update / notification)
Auto-loot is now activated by default on new save
Enemies are now differently affected by EMP depending on their size (the bigger the enemy, the shorter the EMP duration, down to 50% for bosses)
EMP is now working against bosses
The amount of scrap recieced from trashing items now depends on the number of player
Nuke and railgun super elites (red) damages have been halved
Hellfire weapon damage has been increased
Fortress shield now has an EP consumption of 100/sec (was 75)
Boss have been nerfed (they should be less aggressive and there should be less enemies spawing around)

Fixes
Fixes a couple of crashes when looting items   
Fixes brain dash which was supposed to freeze enemies but wasn't
Fixes music volume changing by itself

Quote
Changes
Boss battles have been reworked:
bosses now have an armor that must be destroyed before you can really damage them
to damage the armor, you will have to hit their weak spots
once the armor is destroyed, the boss shuts down and is vulnerable for a few seconds (during which it repairs its armor)
if the boss has fully repaired its armor before you destroyed it, it powers up again with a new weak spot to hit
depending on the boss phase, normal enemies may spawn to protect the boss (and it goes up to super-elites in the highest difficulty, particularly when the boss is vulnerable)
There is now 4 levels between each boss instead of 5
Most boss arenas have been modified to accomodate these changes (they got bigger)
Increased time between each explosion freeze
Trashing "other classes" items now trashes items with a different class from the one equipped (previously different from the class of the selected item)

Fixes
Fixes feedback panel background
Fixes level completion being glitched after a boss
Fixes Forge not dropping golden items
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training