Crystal Void v0.2.0 - ProcGenesis


It's been a long time coming, but at long last I have another update out for Crystal Void! This update includes a massive overhaul of a lot of the game's internal systems, and also a major change to the gameplay. Hopefully I didn't break anything too badly, but that's what development-stage games are all about. :)

Added

  • New swarming logic added
  • New level generation system
  • Level display in top bar
  • Goal indicator arrow

Changed

  • First enemies no longer have weapons, and just try to ram you
  • Main menu layout altered to handle various resolutions properly
  • Camera can now pan to keep player near the center of the screen, but this behavior is disabled if the entire level is visible.
  • In-Game HUD moved to UI layer
  • Added tinted bars behind HUD elements of gameplay screen
  • Player core changes color when goal is unlocked
  • Camera movement is loosely attached to the player, and will gradually center.

Internal Changes

  • Started using dependency injection to handle linking some of the code together, rather than directly coupling it. This fixes several weird issues that were only showing up in builds, not in the editor.

Hopefully the pace of updates will pick back up with a lot of these major changes done, and I can start getting new content in your hands every few weeks instead of every several months. If you're interested in seeing me work on the game, and contributing ideas, please feel free to stop by my Twitch streams on Wednesday evenings, at 8 PM Mountain.

Files

crystal-void-windows64.zip 86 MB
Version 0.2.0+20210805.0748 Aug 05, 2021
crystal-void-macos.zip 95 MB
Version 0.2.0+20210805.0754 Aug 05, 2021
crystal-void-linux.zip 101 MB
Version 0.2.0+20210805.0800 Aug 05, 2021

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