v1.6 Stage Revamp, native DualShock 4 support, and more



v1.6

INPUT UPDATE

When I switched from DualShock 3 to DualShock 4, I thought my gamepad troubles would be over. The DS4Windows was much more reliable, but even then it would occasionally and inexplicably get the inputs all messed up.  This was something I thought I just had to tolerate as a consequence for using Playstation rather than Xbox controllers (due to me not owning an Xbox One), and I was nervous about messing around with my Input Manager in Unity for fear of breaking something critical. 

But recently, I started wondering if the only reason I was using DS4Windows in the first place was to facilitate my input settings from when I used DS3 controllers with the X-Input program. So, just went ahead and did what I should have done a long time ago: Changed the Input Manager so that the buttons/axes are based on the outputs without DS4Windows running. The result: It works exactly like it's supposed to, only without DS4Windows. I'd hate to think that anybody might have downloaded the game and was unable to play due to controller issues. If that was ever an issue, I expect that it will no longer be.

STAGE UPDATE

There has always been one stage that felt out of place in the final game. "Springsteen" was the result of my friend and I goofing around, trying to make something ridiculous and amusing to have missiles bounce around in, while staying up late eating junk food. It was good for that, but every time the stage came up using the random selection button, we'd skip it. That's a pretty obvious sign that it should have been cut. However, instead out outright cutting it, I gave it a massive overhaul and a new name. So, as this version (1.6), the tenth stage will be called "Death Box". It's still utterly insane, but much more playable and entertaining for repeated plays. If the stages had difficulty levels, it would be a 10/10, but I think that experienced players will enjoy the bullet hell-like moments it creates.

Oh, and I also tweaked "Axolotl REMIX"; widening the middle section and adding a portal system.

PHYSICS UPDATE

A consistent challenge with making Cataclysm has been dealing with the fact that the primary weapon is essentially a ball that rolls and tumbles off of the stage. Every stage has been designed as best as possible to compliment this, but I admit that it's still made the game challenging in ways that might put off beginners. You need to aim and time your bombs effectively, and make full use of the many power-ups. As of version 1.6, however, bombs (excluding ghost bombs, sticky bombs, and missiles) will hit players and stop instead of passing straight through. I believe I tried implementing this a few times, but ran into problems that I didn't know how to deal with until now. 

There was a "colour blind" accessibility option that, according to my (partially) colour blind friend was not particularly useful as he felt he could still read the game. So, I have decided to remove this feature and replaced it with the ability to toggle the new bomb-to-player physics on and off, just in case you don't like the new behaviour.

BUG FIX

I fixed a bug where explosions would be muted if the a match was restarted immediately after a certain number of bombs exploding.

Files

CATACLYSM_WINDOWS.rar 66 MB
Aug 01, 2019
CATACLYSM_MAC.rar 46 MB
Aug 01, 2019
CATACLYSM_LINUX.rar 47 MB
Aug 01, 2019

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