We are happy to announce a big update for all of our players
who complained about lack of ammunition:
Next patch of Teleglitch will introduce "The Teleglich Store".
The store will give players a chance to purchase
"Militech Credits" that can be exchanged for ammo or even
health packages while playing the game. The store also has
a "Mystery Box" which gives you random sortiment of bullets.
It will be necessary to connect your game with a credit
card for making purchasing "Militech Credits" possible.
If you have any requests what additional benefits could sold
in the Store, please let us know in the comments!
Posting your bug reports and questions in either of these will probably get your question answered a lot faster.
I'm considering closing comments entirely, since these two other solutions would be superior for any possible use. And no spam ever gets there.
-added: option to save your game after completing a level.
-added: launcher thats sets command-line arguments and keeps you up to date. (windows only for now)
-added: you can now change the screenshot button.
-added: desura support for linux
-fixed: linux builds are now bundled with dependencies.
-fixed: map scrolling keys can now be correctly remapped.
-fixed: monsters getting stuck sometimes.
-fixed: some trees weren't visible.
-fixed: lots of potential crashes
-fixed: bug where you could lock yourself out of a bossfight in level5.
-fixed: crash in level10 when using the map.
-fixed: lots of balancing errors.
-fixed: text database list is now scrollable.
-fixed: weirdness in level end screen
-fixed: somewhat reduced loading times
-fixed: lots of typos
-fixed: level10 sometimes not loading correctly
Our previous homepage was clearly full of errors and design problems.
Also there wasn't enough information and I suspect my spamfilter filtered a lot of real peolpe.
Everything is fixed now.
We've also uploaded a new trailer.
We've got over 100 beta downloads already, so the testing period is now over.
Thanks to everyone who sent us their data and also thanks for all the constructive criticism.
I hope to send answers to emails that need it before friday.
This time I won't post a changelog, because there's too much new stuff.
The beta is limited to 6 levels, people who complete it and send feedback will get to test the final 4 levels some time in the future. Also, we plan to send out only about 100 copies, because it's a bit longer than the planned demo.
2)play as much as you can
3)send stats.csv at the main folder to firstname.lastname@example.org or through facebook
4)also report any bugs and other thoughts.
5)people who will complete the final 4 levels will get the game for free and their name in the credits.
Linux release will be up sometime later, when I figure out how to package it.
I've been working on story system and random bugs.
We've also uploaded a new gameplay video.
Now there's only two items left to do. (a thing that confuses robots and small armor). Also, all the levels and monsters are now done, the most awesome ones are still secret. Only balancing and bug hunting remain.
After long and careful deliberation (15 minutes maybe :D), I've decided to make some items stack.
Now you can have 4 empty cans in one inventory slot, for example.
The old inventory got full really fast, sometimes even in the first level, the player was forced to combine items to take less room or drop them.
This meant that some advanced combinations were never used because their components took too much room.
I've also added combat stimulants. Explosives mixed with whatever drugs the medkit contains.
They make you run faster for 1-2 minutes, but distort vision and cost valuable medkits without giving health.
I've added 4 new monsters and 5 new guns(3 of them are upgrades to already existing ones, though), improved particle effects and fixed a lot of random bugs.
The in-game encyclopedia now obscures items that you haven't found yet. The plan is to also do a similar thing for monsters.
We've also found a guy who will write the story and all the other ingame texts..
Most of the scripting system is now in place, and even integrated with level editor. I've spent most of my time to hunt some really hard to find bugs. So the progress is not as good as it should have been.
On the other hand, Mihkel is doing awesome progress with new levels.
There should be 10 levels in the final game.
I've added some new recipes, canned food and a new weapon. I've also fixed something in the level editor and the console text input is working a lot better now. I\ve also made a loading screen.
Mihkel is working on forest levels and tutorial.
Also, because of awful amounts of robot posts, I've made a cheap spam filter.
I'll make it look good sometime later. That should be all.
Starting from the next week I have a lot more time to spend on Teleglitch, so expect even more activity then.
I've mostly been fixing bugs. Now I'm working on OpenAL support. It should get rid of most sound glitches and be faster. It can also do pitch shifting and all kinds of other awesome effects.
Mihkel is working on background music.
We still haven't decided on a release date, but it will be this year.
After I've got a full-time job, I haven't had much time to work on teleglitch.
I've fixed a lot of bugs in level editor and it inspired Mihkel to create some new modules.
Now I'm working on a background noise system.
Monsters now drop loot. I'm sure that it will be painful to balance. I also fixed a lot of bugs/inconsistencies in the inventory.
Linux build is now working too. Maybe I can even port it to mac before the next release.
Today I implemented the speed boost upgrade. But after reading all the feedback etc, it occurred to me that no one has even made it to the new features (rocket launcher and detector). Looks like the main complaint is random item placement, which results in sometimes extreme difficulty, so maybe I need to come up with something that makes the item placement less random, without losing replayability.
Another way is to force the player to explore all the level by placing locked doors and keys in strategic locations.(I really hoped that I wouldn't have to do this.)
Maybe by making the levels smaller, we can avoid that items getting 'lost' problem? Monsters dropping loot would help too, I think.
Anyway, before implementing any new items there's some thinking to do and probably some tinkering with the level generator.
Speaking of which, I've wasted some hours on completely procedural level generation yesterday. Great fun. Pic
This one is mainly about the interface and usability. Everyone who couldn't read the HELP.txt, this release is for you.
(Almost) full changelog:
-detectors that help you with certain pipes
-new map (press tab)
-correct handling of different aspect ratios
-working options menu
It was hard and tedious to do, but now it's online. While nice and minimal, there might be some missing features and bugs that we forgot to fix/add, so any feedback is really appreciated.
Telegiltch itself hasn't progressed that well in the past months, I've mostly been fixing random bugs and polishing. The statistics system is now working and there are new optional distortion effects for thosewho have a recent GPU. I've also messed around with gamepad support, but I'm not sure if it will be in the next release. Maybe it's just me, but it seems that it's impossible to aim with this thing.
The next release will be in 3-30 days, I'll try to add some new items in that time, so it wouldn't be just a bugfix release.