Bit Odyssey
Bit Odyssey First 24 hours - Update posted!
Version
First 24 hours - Update posted!
Version Date
Jan. 21, 2015
Patch Notes
First 24 hours - Update posted!
Wow what a intense first 24 hours of release.
I appreciate all of you that have taken the dive and became captains in the Tiny Trek verse. In some ways the first 24 hours is exactly what I hoped for, alot of you played the game completely different then I would have and such uncovered some serious bugs. So armed with motivation and some very pixelated torpedoes I have spent the last day trying to correct most of them!
On a side note about reviews. I am asking you my beloved audience, to have patience. If you find something wrong that makes you think, wow this game sucks or what was he thinkings, before hitting me with a neg review I ask you to report the bugs and or your ideas in the discussion section. Let me earn a good review from you. If I fail at hearing your issues and correcting what i can then by all means give that review you feel I deserve. I want this game to succeed as much as I assume you guys do. But if we bury it in negative ratings from the start it will be hard to crawl out of that hole. Again not saying don't review the game, just saying if you feel its lacking, before reviewing give me a shot at fixing it.
Also note the game will be 14.99 when complete, you are getting 66% off regular price as my way of saying thanks for joining the Pixelfleet this early in the game dev process.
WIthout further adieu your change list!
-Corrected Door Bug
The collision detection for the door was set to fine so when you had one of the purple of doors with fancy top arch it wouldn't trigger a open door. This has been corrected. Doors are now freely yours to access!
-Crew cursor changes to up when you can interact with something (Door/Panel)
Speaking of doors a player mentioned they had no idea about accessing panels or using doors as their was no indication. The follow cursor when on foot will point up now, when you have something where pressing up will help, like a interface panel or door.
-Removed EXE compression to avoid false positive by Avast
I believe that building a compressed runtime may be causing the false positives with Avast, The size difference is negligible so I built it without runtime compression. I look forward to hearing back from you Avast users.
-Pause menu available by hitting ESC once in game
WHY DID I FORGET THIS!, It is no added, hitting ESC in most parts of the game will launch a pause menu, from here you can continue, Go to main menu or Exit to desktop, I forgot the keyboard short cuts for yes and no, so use Mouse for now, will have that in next build.
-Fixed Space Station Trade bug, where you could infinitely sell stuff
One outstanding captain discovered away to get alot of credit exploiting a bug in the trade engine on space stations, it has now been corrected, thanks for reporting it.
-Created Beam up effect for items found on planets from science panel
Better visual cue you have sampled something and added to cargo on planets surface. Little animation occurs and the word transfer pops up. When on your bridge you can access your cargo hold to see what you have.
-You cannot start a new game in any mode without building ship first
This was a biggie! Even earned me a nasty review. This kinda of thing is EXACTLY why i wanted to do early release. I never played it without my save files, so a ship was always present. When you guys started with Academy without having played before it skipped ship building. Hence you guys steering a simple square in space. It's now fixed.