Lockdown Protocol 1.1.0 released
First update to the final version of Lockdown Protocol is here.
The previous version had a combination of compatibility issues that I talked about in the last progress report post here. As I was unable to fix some of the issues with Direct3D renderer I decided to switch to using OpenGL renderer by default on Windows too. Direct3D renderer is still available as a backup for cases where OpenGL does not work.
I have made some changes to score calculation to make the score more dependent on skilled gameplay and less on luck. For example I removed vials in supply packs, because those added a totally random component to final level score. The score given based on level completion time was also slightly increased. Although the scores with older versions are not directly comparable anymore I decided not to reset online high-scores.
This update has actually been ready for some time now, but I was waiting for a code signing certificate. Now that I got it, the game's executables on Windows are finally properly signed, which should get rid of the scary Smart Screen warnings and at least help with false malware detections.
Here's full list of changes since 1.0.0 final release:
- Replaced all computer generated announcement sounds with human voices.
- Revert to windowed mode instead of failing if primary monitor can't be detected.
- Reimplemented decal rendering to fix really slow decal updates with some Windows OpenGL drivers.
- Show error pop-up on some rare errors previously leading to silent failure.
- Added '--systemerrors' command line option for enabling more informative Windows error dialogs.
- Removed unnecessary high-score download for level editor previews.
- Hid internal unusable trigger elements from level editor.
- Removed a sentry gun that was too hard to destroy in the 5th single player level.
- Added a sentry gun to the tutorial level.
- Removed a couple of obsolete resource files from installation.
- Supply packs no longer contain vials.
- Slightly increased the score given based on level completion time.
- Lowered the total number of spiders spawning from a nest.
- Added instructions in readme.txt for setting the target time for custom levels.
- Set OpenGL renderer as default on Windows too.
- Properly signed Windows executable to get rid of the "unknown publisher" warnings.
Posted on 2015-05-17
It has been quiet here since the Lockdown Protocol 1.0.0 release. There's no reason to worry, both the game project and I are still very much alive.
I have spent a lot of time trying to resolve some nasty compatibility issues with the game. Unfortunately I have not been very successful in that. It turned out that the Direct3D renderer sometimes simply refuses to work in full-screen mode. The simple workaround is to use OpenGL renderer instead, but that in turn was horribly slow on some machines (specifically AMD APUs). I managed to fix my bad decal implementation which was the root cause for the OpenGL renderer slowdowns, but the full-screen Direct3D problem still persists.
Now that the OpenGL renderer works better, I would like to use that by default on Windows too. Unfortunately it has its own compatibility issues. On some Intel integrated GPUs (at least HD4000) in Windows many of the textures are completely missing and I have not found any workaround to this other than switching back to the Direct3D renderer.
In addition to bug tracking and fixing I have made some minor changes based on the player feedback. For example, I have included a sentry gun in the tutorial level as it's not obvious that you're supposed to deactivate them from behind instead of trying to shoot them (unless you have a really powerful weapon). After four years of playing the game it was obvious to me :D
I'm in the process of getting a proper code signing certificate so I could finally get rid of those scary "unknown publisher" warnings on Windows. This might also help with false malware detections. We'll see how that goes.
One last thing, Lockdown Protocol is being featured in this weeks Freekeyfridays giveaway. This is a chance to get the full version for free!
Posted on 2015-04-17
Lockdown Protocol 1.0.0 released
It took almost five years, but Lockdown Protocol is finally ready! This final release basically just bumps up the version number to 1.0.0 with very little changes.
Here's full list of changes since 0.23.0 beta release:
- Added alternative shooting with gamepad right analog trigger.
- Created an installer for Windows.
- Minor tweaks to Armory multiplayer level.
- Fixed a crash on sending a chat message to client connected after match completion.
Here's some fresh screenshots from the final version:
Posted on 2015-03-21
Lockdown Protocol 0.23.0 beta released
A new beta version of Lockdown Protocol is ready. In addition to usual bug fixes and minor improvements, this release adds one major feature: Online high-scores. This will likely be the last beta version before the final release (unless some critical bugs are found that need more testing).
Here's full list of changes since 0.22.0 beta release:
- Added online high-scores.
- Weapon recoil no longer pushes player backwards while on ground.
- Improved look of high-score, shared level and online match listings.
- Fixed font artifacts on top of w -letters.
- Fixed level sharing silently failing if no title is set for level.
- Fixed unnecessary warnings in log when using long player name with non-ascii characters.
- Hide old messages after 10 seconds from the in-game "console" to clear the screen.
- Disable built-in update checks when running inside Desura.
- Removed "share online" feature, the extra player skin is now available in full version.
- Log formatted version numbers instead of hex values.
- Updated many external libraries to latest stable versions.
- Show option to launch browser when new version is available on the website.
- Redetect connected gamepads in player controller settings menu.
- Default to first available gamepad layout if it auto-detection fails.
Due to updates in my build environment, Lockdown Protocol now requires Microsoft Visual C++ 2010 run-time (previously 2008). If you see errors complaining about missing libraries, please check that you have that installed. The GLIBC version required in Linux has also changed, which means that some old distributions (for example Debian 6.x) are no longer supported.
The high-score tables are currently completely empty. Go put your name in there!
Posted on 2015-03-01
Lockdown Protocol 0.22.0 beta released
Second beta release for Lockdown Protocol is ready.
The change log consists mostly of bug fixes and balancing, but there are some new stuff too. I added one new small multiplayer level optimized for two-player local deathmatches. There is also one completely new weapon. I had decided not to add any more weapons, but I "accidentally" created a new pretty weapon while playing around with particles systems. So I finished it and here it is:
I have done a lot of tweaking based on feedback from the previous versions. Most of it aims to make the guards a little less efficient in killing the player and reduce the need to walk through already cleared empty corridors.
Here's full list of changes since 0.21.0 beta release:
- Added full-screen red flash "pain effect".
- Added a new weapon: Plasma cannon.
- Added one more multiplayer level.
- Fixed closing window with title bar close button.
- Made guards randomly misaim to make them a bit less deadly over long distances.
- Added basic gamepad control to menus.
- Single player gameplay is now paused while menu is open.
- Tweaked all levels for a bit more action and less walking through empty corridors.
- Made elevators and platforms move a little faster.
- Increased player walk speed a tiny bit to make jumping over gaps easier.
- Fixed duplicate "Player X entered" messages in split-screen multiplayer matches.
- Fixed randomly changing direction before mouse was first moved on remote clients.
- Fixed player occasionally damaging himself when shooting while running up a ramp or falling.
- Fixed choppy or completely missing reload animations on remote clients.
- Fixed heartbeat loop sound not always stopping on death.
- Shortened sentry gun target detection range.
- Fixed spiders sometimes walking really slowly.
- Increased guard AI stun duration after damage.
- Added hit sound to pulse rifle and sentry drone projectiles.
- Increased sentry drone fire rate, lowered its projectile speed and damage.
- Lowered jellyfish projectile speed.
- Fixed crash in case of too many simultaneous explosions.
- Fixed object destruction when moving outside of level area.
- Doubled laser rifle range.
- Fixed explosions not applying forces to indestructible objects (e.g. blue barrels).
- Adjusted visible/audible ranges to fix ugly looping sound cutoff.
- Fixed missing particle fade out in some of the weapon hit effects.
- Fixed badly oriented rocket smoke trail particle effect on clients.
Posted on 2015-01-31
2015-01-14 Progress report
2014-12-14 Lockdown Protocol 0.21.0 beta released
2014-11-09 Lockdown Protocol 0.20.0 alpha released
2014-10-19 Feature creep cleanup
2014-08-25 Lockdown Protocol 0.19.0 alpha released
2014-08-10 Progress report
2014-06-28 Change of plan
2014-06-08 Lockdown Protocol 0.18.0 alpha released
2014-05-31 New Lockdown Protocol alpha version coming soon
2014-04-19 Progress report
2014-03-07 Lockdown Protocol 0.17.0 alpha released
2014-03-06 Multiplayer game jerkiness issue solved
2014-02-26 Progress report
2014-01-30 Progress report
2014-01-14 Lockdown Protocol 0.16.0 alpha release
2014-01-11 Next Lockdown Protocol alpha release coming soon
2013-12-29 Lockdown Protocol's Year 2013
2013-12-16 Progress report
2013-12-01 Vote Lockdown Protocol for Indie of the Year on IndieDB
2013-11-24 New Lockdown Protocol alpha video
2013-11-05 Lockdown Protocol 0.15.0 alpha release
2013-10-03 Progress report
2013-09-19 Multiplayer matchmaking fixes
2013-09-01 Lockdown Protocol 0.14.0 alpha release
2013-08-07 Progress report
2013-07-09 Lockdown Protocol 0.13.0 alpha release
2013-07-02 Next release is shaping up
2013-06-09 Progress report
2013-05-22 Changing the physics engine part 2
2013-05-13 Changing the physics engine
2013-05-06 Lockdown Protocol 0.12.0 alpha release
2013-04-28 Website update
2013-04-23 No more hiding enemies
2013-04-14 Lockdown Protocol 0.11.0 alpha release
2013-04-07 Progress report
2013-02-25 Progress report
2013-02-08 The Platform Shooter 0.10.0 alpha release
2013-01-23 Level editor rework
2012-12-31 How to improve The Platform Shooter?
2012-12-25 The Platform Shooter 0.9.0 alpha release
2012-12-04 The Platform Shooter progress report
2012-10-29 Level sharing progress report
2012-10-24 The Platform Shooter 0.8.0 alpha release
2012-09-23 New video from The Platform Shooter 0.7.0 alpha
2012-09-16 The Platform Shooter 0.7.0 alpha release and 40% alpha discount
2012-09-04 The Platform Shooter 0.6.1 alpha release
2012-09-03 The Platform Shooter 0.6.0 alpha release
2012-07-10 The Platform Shooter 0.5.0 alpha release
2012-06-26 Plans for the future
2012-05-18 A little progress
2012-04-08 The Platform Shooter 0.4.0 alpha release
2012-03-18 Crouching and explosion improvements
2012-02-11 The Platform Shooter 0.3.0 alpha release
2012-01-26 Progress report
2012-01-07 Sentry guns and callable elevators
2011-12-14 The Platform Shooter 0.2.1 alpha release
2011-12-09 Bug fix release coming
2011-12-01 The Platform Shooter 0.2.0 alpha release
2011-11-21 Progress report
2011-11-06 Client side prediction rework
2011-10-22 Decal improvements
2011-10-20 Bend from the knees
2011-09-20 I can hear music!
2011-08-29 One bug fixed, one more revealed
2011-08-01 About mouse aiming
2011-06-20 The platform shooter public alpha release
2011-05-25 One more single player level
2011-05-22 First release is nearing
2011-05-10 A new game play video
2011-04-30 Level editor improvements
2011-04-20 Situation report
2011-03-23 Fighting network latency
2011-03-14 Level editor improvements and a HUD
2011-02-22 Single player level scoring
2011-02-13 Progress report and in-game video footage
2011-01-26 Network code changes
2010-12-22 The Platform Shooter
2010-08-16 Final Duel 2 is now free