Early Access Update 23

Monsters Loot Swag

BLAST MONSTERS -> WIN LOOT -> GET SWAG. Top-down, twin-stick, power-up collectathon shooter.

Welcome to Early Access Update 23. The majority of this update is dedicated to the Beta build, and getting assets to preload quicker. When starting the Beta build there was a noticeable pause between the initital splash screen displaying and the startup sequence loading. This was due to material assets preloading in the background. On Steam Deck this would result in a black screen for a few seconds. >>> Now a new screen displays, informing the player exactly what is happening, whilst the materials preload. I still need to draw up a dedicated background for this, but in the meantime there is a shrugging catgirl. The other major change - again for the Beta - is the preloading of asset files when the first level has loaded. Previously there was a noticeable lag when a new asset was loaded for the first time, usually when a new monster spawned. After much searching and trial and error I discovered that for some reason decals were taking far longer to appear than expected. >>> Spawn time of monsters and general dynamic objects should be much faster now. All this and a few other bug fixes, most of which are detailed below. [olist] [*] Update 23: update to v.1.7.8.0 [*] Change: Client materials now load after initial start up to prevent a blank screen displaying for multiple seconds, especially on Steam Deck. [*] New: Client materials preload now has it's own GUI screen informing the player of load progress. [*] Change: Updated DirectX compiler for shaders. [*] Change: AI Monsters now have preloaded shapes in the level for instancing. [*] Change: Shapes and animations are pre-registered on the server to remove spawn lag/stuter on first instance. [*] Change: Relevant decals for FX and monster spawning are now preloaded in the level for instancing. [*] Change: Material brightness for some decals which do not recieve lighting has been lowered so they are less blinding. [*] Change: Some dynamic objects have had their material brightness reduced to make them more legible. [*] Change: Cracked earth decals were not receiving shadows which made them look odd in shadow. [*] Fix: Single Use Item "Lava" was not using an explosion. [*] Fix: Single Use Item "Lava" was not creating a decal. [*] Fix: Single Use Item "Terror Tower" had the wrong decal. [*] Fix: Single Use Item "Brass Monkey" had the wrong decal. [/olist] Merry Christmas - which I am in no way, shape or form ready for, so it's going to be panic stations next week - and a Happy New Year! See you in Space Year 2024.