Robot Underground 1.0.2

Here it is, our first post-pyweek release. There've been a lot of cosmetic changes and I don't know what they are anymore but I'll mention some key differences here:

Basically, it works better now. Feel free to post feedback to this diary. Our next release (a couple of months away I would estimate) will be a massive content upgrade.

Get it!

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Comments

As Chard says, there are a lot of minor fixes in this release, but there are a few more which might merit particular attention:
  • As suggested by many players, we've added right-click as equivalent to ctrl-click and enabled holding down the mouse button to move as an alternative to repeatedly clicking
  • The resource leak which caused the game to gradually slow down the more missions you played through until you saved, exited and reloaded has been eliminated
  • The graphics are all compressed, which almost makes up for the increase in file size caused by the new sound effects we've added
  • All of the bugs we knew about which could cause the game to crash or fail to start have been fixed
I'm not sure if you could before, but I discovered holding down left-click lets moving be good. Might I suggest that it updates more often though - at the moment if you don't move the mouse it doesn't update.
Sorry folks:
  File "lib/missionmode.py", line 794, in on_weapon_fire
    self.weapon_icons[idx].border = WEAPON_ICON_BORDER_FIRING
Bugger, and then a little while later in an "outer zone" mission:
  File "lib/missionmode.py", line 659, in on_mouse_press
    if self.mission.canEject and self.eject_icon.on_mouse_press(x, y, button, modifiers):
  File "lib/button.py", line 36, in on_mouse_press
    self.fn(*self.args)
  File "lib/missionmode.py", line 911, in eject_clicked
    self.mission.runScript(self.mission.ejectScript)
  File "lib/mission.py", line 106, in runScript
    self.advanceScript()
  File "lib/mission.py", line 115, in advanceScript
    self.currentScript.advance()
  File "lib/script.py", line 292, in advance
    state = self.generator.send(self.last_choice)
  File "lib/content/act3.py", line 446, in eject
    plotstate["nextScene"] = plotstate['act3.ozfrom']
  File "lib/script.py", line 36, in __getitem__
    return self._obj[key]
KeyError: 'act3.ozfrom'
@richard: Don't apologise, bug reports are great! I've fixed the second one. What exactly was the error from the first one?
Oh - another thing. Targetting could perhaps be made even easier on windowed mode? It's still fairly tricky.

My other, perhaps more game-chaning suggestion, would be to alter the default zoom level to a bit further out. It seems odd that many guns can auto-fire to off the screen, and you can often be shot by things you can't see. In the earlier levels it feels about right, but as everything gets bigger, and range gets longer, I find I want to be able to see more.

In the earlier levels it feels about right, but as everything gets bigger, and range gets longer, I find I want to be able to see more.

Maybe the default zoom level could adapt to the range of the weapon you're using and the enemies in the level.

We're probably going to mess with the zoom level in some way at some point, but it won't be coming before the next big upgrade, since at the moment, we're reliant on the fixed zoom level for making sure certain things aren't visible to the player. Once it's possible to zoom out without revealing any aesthetically displeasing inconsistencies, we may well add limited zoom control to the interface.
Am I the only one who doesn't want a White Dress?
Am I the only one who doesn't want a White Dress?