Ver.0.10.0
Updated only for the demo version on Steam.
New feature
- New Demo Stage
- Safe zone (it’s a striped one)
- Enemies shooting lasers from the front
- Added a play to catch up to them and defeat them with a body hit
- Walls where you can see arrows for directions when you get close to them
- Meteors that block the way (meteors can go anywhere!!!!)
- Grinding action
- Prop placement on the roof of an office building
- Hatake (Farming fields)
- HP display on bosses
- Light shafts
Changes
- Added dialogue when an enemy is destroyed
- Added dialogue when landing hard
- Improved ease of running along invisible walls
- Improved the shape of the first floor of the office building
- Increased difficulty of avoiding snipers
- Adjusted the rays of the UFO
- Changed so that enemies can launch in succession
- Adjusted title BGM
- Changed wheelie tilting direction backwards (if you pressed the stick to the right, the kei truck was designed to tilt to the left to do a wall run, but this could be confusing, so it was changed)
- Removed force feedback due to fast movement (as it tires the hand)
- Added color to building window glass
- Changed so that columns under elevated tracks can be destroyed
- Adjusted collision of kei truck rally course
- Replaced the lengthy demo stage that took 7 minutes with a shorter stage
- Changed hitstop time to decrease when hitstop occurs continuously (because it was stressful when blowing up a lot of cars)
- Changed guardrails and fences to be blow-off objects (they didn’t look so good when destroyed).
- Changed to not play the tutorial if you used nitrous just before the nitrous tutorial comes up (should improve the tempo if you are good at it).
- Changed smoke to be translucent (it was dirty with the mask material)
- Improved so that the same conversation doesn’t play back in succession
- Changed so that you don’t do a wheelie unless you input a wheelie (this way drifting is more fun)
- Improved visibility of enemies
- Added support for rotation in the process of destroying building walls
- Changed so that the speed does not slow down when hitting a car (made it less stressful)
- Increased the difficulty of avoiding missiles
- Changed the demo version so that you can choose to continue from the beginning (it’s hard to start from the beginning after a crash)
Fixes
- Brown bear stage
- You can attack many times around the place where the brown bear missiles appear.
- The camera becomes too far away when the missile is destroyed while stopping when there is an enemy that fires the missile…?
- Sometimes the particles in the music player don’t come out.
- The game crashes when destroying a telephone pole in front of the goal in the demo stage
- Vulcan cannon fire is not stopping (the processing load was terrible)
- Aliens are not glowing (aliens should glow).
- The opening movie doesn’t play.
- Trees that were supposed to be knocked down are still standing when viewed from a distance.
- When you hit the button repeatedly before the score is displayed in the result, it becomes impossible to progress.
- Missile hits a destroyed blowup object.
- Invisible wall of house site makes it hard to turn around
- Collisions on utility poles are too large.
- Sleeve signs change color when blown off.
Optimization
- Reduced polygon count for trees
- Reduce number of meshes for guide signs
- Instantiate poles
- Instantiate abandoned vehicles
- High processing load in the alien conversation scene in the UFO after the brown bear battle ( I was showing the whole stage of the brown bear battle)
- Destructible objects: changed to hide the mesh after the animation was over (each destruction increased the polygons to be drawn, which increased the processing load).