- Derelict Redux Update - 4 January 2018
So this is for the ragtag bunch that are still with me. The Redux update is live. Only a few months overdue (or a year and a half considering the abortive mess the initial "game" was). Just as a little side by side thing, this was the rebuild in January this year next to it now: Hopefully it'll run smoothly for everyone, but if it doesn't, let me know in the community hub and i'll get back to work. Trading cards will be going up tomorrow as I really need some sleep. And again, if you're still here. Don't die too much.
- Derelict Redux Update - 4 January 2018
So this is for the ragtag bunch that are still with me. The Redux update is live. Only a few months overdue (or a year and a half considering the abortive mess the initial "game" was). Just as a little side by side thing, this was the rebuild in January this year next to it now: Hopefully it'll run smoothly for everyone, but if it doesn't, let me know in the community hub and i'll get back to work. Trading cards will be going up tomorrow as I really need some sleep. And again, if you're still here. Don't die too much.
- January Update - 3 January 2018
I've started updating the game store and pretty much everything else involved. Due to my general ineptitude, there is going to be some weird stuff going on. Everything should be updated by tomorrow, as of now the builds are fubared and I've had to dive out the door to go to work. Should be home in about 8 hours and i'll get it all back up and running. If i can whilst i'm at work ill re-enable the old build just to avoid confusion of any "missing exe" issues. Thanks in advance for your patience.
- January Update - 3 January 2018
I've started updating the game store and pretty much everything else involved. Due to my general ineptitude, there is going to be some weird stuff going on. Everything should be updated by tomorrow, as of now the builds are fubared and I've had to dive out the door to go to work. Should be home in about 8 hours and i'll get it all back up and running. If i can whilst i'm at work ill re-enable the old build just to avoid confusion of any "missing exe" issues. Thanks in advance for your patience.
- Status Report November - 28 November 2017
First off, apologies for the time in between updates, I'm genuinely just terrible at predicting how long things might take, and have prioritised straight up coding and bug fixing over pretty much anything else in my life right now. It's almost ready. The last few bugs are being ironed out and the finishing touches added to the new (and greatly improved) soundtrack. All the store assets are ready now, so the new version will be launching with trading cards and 21 new achievements. When will it be out though? As soon as it's ready really. As long as the bugs continue to be squashed and we get the soundtrack ready, hopefully in a couple of weeks. Here's a short video I mashed together in the mean time: https://youtu.be/X0pZwEJe5SA and some screenshots:
- Status Report November - 28 November 2017
First off, apologies for the time in between updates, I'm genuinely just terrible at predicting how long things might take, and have prioritised straight up coding and bug fixing over pretty much anything else in my life right now. It's almost ready. The last few bugs are being ironed out and the finishing touches added to the new (and greatly improved) soundtrack. All the store assets are ready now, so the new version will be launching with trading cards and 21 new achievements. When will it be out though? As soon as it's ready really. As long as the bugs continue to be squashed and we get the soundtrack ready, hopefully in a couple of weeks. Here's a short video I mashed together in the mean time: https://youtu.be/X0pZwEJe5SA and some screenshots:
- Status Report August - 8 August 2017
Good afternoon. I've been bug testing the hell out of the game and finishing off the odd few things since I last posted, and it's close for re-launch. Steam got back to me, and now there's a plan for getting this new version to you guys whilst leaving the original available. I haven't got an exact ETA due to my unpredictable work pattern, I'm hoping within the next few weeks, if not sooner (and no one wants this out more than me, well maybe my significant other). There's still a few bugs that I need to pound into the dirt and then I need to find the time to knock up a video or two. Here's some screens, and there are a few video clips on the twitter @floor59games
- Status Report August - 8 August 2017
Good afternoon. I've been bug testing the hell out of the game and finishing off the odd few things since I last posted, and it's close for re-launch. Steam got back to me, and now there's a plan for getting this new version to you guys whilst leaving the original available. I haven't got an exact ETA due to my unpredictable work pattern, I'm hoping within the next few weeks, if not sooner (and no one wants this out more than me, well maybe my significant other). There's still a few bugs that I need to pound into the dirt and then I need to find the time to knock up a video or two. Here's some screens, and there are a few video clips on the twitter @floor59games
- The state of Derelict - 7 July 2017
*this post will have a certain f word replaced with the word oranges. So I crashed and burned after releasing last August, both the game and myself. After picking up the pieces and finding that due to Derelict being a learning project, the code base was ORANGED. like completely ORANGED. AI, controls, weapons, level design, all ORANGED. I'm proud of what I made, but it was sloppy, and looking back has made that totally apparent. Got to admit when it bombed as hard as it did I went full recluse for about 4 months. So, what started as a project with the aim of redoing those ORANGED up bits completely in code and not GM's drag and drop, adding pad support and other features that were requested, turned into a complete rebuild. So we have: -Complete GUI make over. -Engine has been upgraded to Studio 2. -Complete rebuild of standard mode which can be played through and finished. -Dedicated ope…
- The state of Derelict - 7 July 2017
*this post will have a certain f word replaced with the word oranges. So I crashed and burned after releasing last August, both the game and myself. After picking up the pieces and finding that due to Derelict being a learning project, the code base was ORANGED. like completely ORANGED. AI, controls, weapons, level design, all ORANGED. I'm proud of what I made, but it was sloppy, and looking back has made that totally apparent. Got to admit when it bombed as hard as it did I went full recluse for about 4 months. So, what started as a project with the aim of redoing those ORANGED up bits completely in code and not GM's drag and drop, adding pad support and other features that were requested, turned into a complete rebuild. So we have: -Complete GUI make over. -Engine has been upgraded to Studio 2. -Complete rebuild of standard mode which can be played through and finished. -Dedicated ope…
- No Future, the prequel to the future. Where there's no future. - 16 August 2016
First things first, apologies for my lack of presence over the past couple of weeks. I've been juggling a few rather time intensive things (first and foremost, my actual job). One of those things though, was definitely Derelict related. So pad controls. I've tried several time over Derelicts development to get them in, and just well, failed massively each time. So I took a new angle on it this time. I started a fresh project, without the bloat of Derelicts code causing unnecessary distractions, and spent about 3 days making a little vertical shooter. And I seeing as I used assets from Derelict, I thought it'd be nice little addition to the main game for you guys... So in this update is a new game mode: Derelict: No Future. It's accessible from the main menu, has full pad support once you've selected it, and is set up as to be a prequel to the main game. You're a cog in the downfall of h…
- No Future, the prequel to the future. Where there's no future. - 16 August 2016
First things first, apologies for my lack of presence over the past couple of weeks. I've been juggling a few rather time intensive things (first and foremost, my actual job). One of those things though, was definitely Derelict related. So pad controls. I've tried several time over Derelicts development to get them in, and just well, failed massively each time. So I took a new angle on it this time. I started a fresh project, without the bloat of Derelicts code causing unnecessary distractions, and spent about 3 days making a little vertical shooter. And I seeing as I used assets from Derelict, I thought it'd be nice little addition to the main game for you guys... So in this update is a new game mode: Derelict: No Future. It's accessible from the main menu, has full pad support once you've selected it, and is set up as to be a prequel to the main game. You're a cog in the downfall of h…
- What kind of triangle is Derelict? An Obtuse one. - 29 July 2016
Okay, back to lab, try again. I've taken on-board the complaints that the game is bit obtuse. This was intentional, but maybe, just maybe, taken a little too far. In order to fix this, I've added an in-game repository of information which details the world of Derelict. It contains some of the more obscure mechanics, gives descriptions of some of the things you'll encounter in the game, and is all wrapped up in lore. You can find it inside your current ship, and access it at any time. Or not, if you like things more obtuse than equilateral. Triangles. - Added a console to player ships which has a library of information on different aspects and mechanics of the game. - Added descriptions to all the options. - Added in a visual notifications when you're being targeted by a homing missile. - Rejigged the inventory/equip system to make it more obvious as to what you're equipping and to what…
- What kind of triangle is Derelict? An Obtuse one. - 29 July 2016
Okay, back to lab, try again. I've taken on-board the complaints that the game is bit obtuse. This was intentional, but maybe, just maybe, taken a little too far. In order to fix this, I've added an in-game repository of information which details the world of Derelict. It contains some of the more obscure mechanics, gives descriptions of some of the things you'll encounter in the game, and is all wrapped up in lore. You can find it inside your current ship, and access it at any time. Or not, if you like things more obtuse than equilateral. Triangles. - Added a console to player ships which has a library of information on different aspects and mechanics of the game. - Added descriptions to all the options. - Added in a visual notifications when you're being targeted by a homing missile. - Rejigged the inventory/equip system to make it more obvious as to what you're equipping and to what…
- Tea loving idiot releases game - 25 July 2016
So that was one giant leap of faith. First off. Thanks to everyone who's showing interest in the game, I've enjoyed reading both the positive and negative reviews, and props to all of you for taking the time to review it, it means a lot to me that people can use them to make up their minds. So kudos! I'm going to be hitting the code again soon, pad support is high on my list of things to get running perfectly, along with supporting the game with the usual stuff, bug fixes, more Derelicts/levels, and maybe a bit more of a tutorial for the people who feel like the game just dumps you in (it does, hit "E" on aaaaalll the things). Essentially what I'm saying is, I'm here for the long haul, Derelict is my horrible malformed, erratic spawn, and I'll be supporting it until the end. Thanks again (especially to the people who took a chance and hated it, thank fuck for steam refunds 'ey). Craig (…
- Tea loving idiot releases game - 25 July 2016
So that was one giant leap of faith. First off. Thanks to everyone who's showing interest in the game, I've enjoyed reading both the positive and negative reviews, and props to all of you for taking the time to review it, it means a lot to me that people can use them to make up their minds. So kudos! I'm going to be hitting the code again soon, pad support is high on my list of things to get running perfectly, along with supporting the game with the usual stuff, bug fixes, more Derelicts/levels, and maybe a bit more of a tutorial for the people who feel like the game just dumps you in (it does, hit "E" on aaaaalll the things). Essentially what I'm saying is, I'm here for the long haul, Derelict is my horrible malformed, erratic spawn, and I'll be supporting it until the end. Thanks again (especially to the people who took a chance and hated it, thank fuck for steam refunds 'ey). Craig (…