I bought the exact same one for the game prior to launch... to add support for HOTAS. You may need to add bindings for it first, but the support is definitely there.
Oh, awesome! I actually JUST bought the game and commented before even trying it, very excited now, thanks.
Just had time to play for a couple hours and had to pull myself away! Couple pieces of feedback around controls, sorry if either are redundant: -Would love to not have to choose between roll and yaw. I understand this was probably a touch-first decision but I think it would be good for all others (especially as a HOTAS player but I could see this being appreciated by controller and mouse/kb users) -Unless I mapped my controls wrong, throttle is not analog (this one moreso is HOTAS-specific but if fixable it would be great) Thanks for making this awesome game!
Just ran into an issue where I have apparently accumulated all the perks but I can’t get out of the perk selection screen to get my loot
Tonight I flew around a bit on my iPhone and now I think the throttle on HOTAS thing is actually just a bug, because I see throttle IS analog when using touch. In case it's not clear what I'm talking about: any positive throttle axis value shoots the velocity to the max at a high rate of speed, vice-versa negative. So if I want to go full-throttle or full-brake, no problem, but to get to for example 50% throttle (from zero) I am basically flicking my throttle positive and then back to neutral quickly. As opposed to just being able to park the throttle at the desired level, which I can do on touch. [edit: haven't tested this on mouse/kb or controller so curious how it's handled there] [edit2: okay I've now played with a controller- also very fun and I see this digital throttle works better there, but it is still fickle. My take is that a good solution is to have the touch-style lever on screen for all control modes, have the controller stick or HOTAS throttle or keyboard key move the lever up and down] [edit3: it occurred to me the controls, in their current state, would be much more natural with dodge and throttle mapped to the d-pad and it felt great when I tried it. Again would prefer what I wrote above, not only because it would probably feel better but also because currently with the minimal UI I can't tell what my velocity is. I think I'm done rambling now!] [edit4: I just realized nobody commented after the big pilot update before I came in here monopolizing the conversation so just want to say it seems great to me as a noob!] Thanks!
Yeah there's something wonky with the HOTAS implementation for throttle controls. Not 100% certain what it is though, and honestly haven't really had the time to unpack the issue. I've got a feeling that it's the way inputs fire into throttle controls (as in some controller inputs map values over -1 to 1, where the touch controller exists in a range from 0 to 1) As for Yaw + Roll not being mutually exclusive, I may look into that for a future update just yet.. And yeah default dodge mapping may change just yet now that I'm thinking about how other player ships might work.
Thank you , now I have possibly had an issue with the undying perk I didn’t respawn I died but didn’t lost the piolet. And I wrong in thinking I should have warped back into the fight
Yeah it should've kicked you back into the run at full health. Odd that I tested the crap out of that one specifically. If you could let me know your perks and previous runs taken, that'll help!
Well, now that you ask, it’ll be the next feature to be added. Though that may be a couple weeks off yet.
New Testflight build has been up for a bit. It just includes fixes to touch controls and a bunch of iPad related stuff. Wanna get it through some testing before going live though..
G'day everyone! Happy new year, hope you've all been safe through the holidays. First off, a quick heads up: I took a bit of a break at the end of last year / start of this year as.. well last year was pretty intense. Didn't know I needed it until I took it kinda situation. The next update for Interloper will consist of two relatively large components: The first being the ability to pick new ships to take into battle. I'll go into more detail on this closer to release, but suffice to say, each ship drastically changes the way the game is played (including new cockpits, loadout options and more). In terms of progress on this, I've got two new ships up and running but they need serious balancing and tweaking before I'll push this update to Testflight. There's also a significant amount of UI + tutorialisation that needs to be implemented around these. The second component is a game wide effort to improve performance *and* reduce battery drain / heat, particularly on phones. I took a step back and did a ton of profiling on the game at the end of last year and found that some of the graphical implementations were taxing devices graphics cards pretty heavily, solving this has required effectively rebuilding a majority of the games models. Another change I've made is capping some elements of the games simulation to 30fps (particularly, AI subroutines, some physics elements and gameplay managers), whilst keeping rendering to a user set value (either 30 / 60 fps). This has introduced a couple issues that I'll need to sort before pushing to testflight, but the difference in testing is that on my iPhone 12 mini, the device gets only moderatly warm after playing for around 30 minutes, and my iPhone 8 after about 20 minutes, both running on maximum graphics @60fps. Some other changes that I'll be looking to implement before the next release will be: Removal of analytics from the game altogether (my implementation hasn't been as useful as I'd have hoped.) More granular graphics options More granular gameplay options Probably a bit of a redesign of the options page, accordingly. And of course, Bugfixes. I can't say for sure how long this will all take, but for the time being I'm working more or less full time on the game, so at a guess I'd say a week or two before I submit to Testflight, and two to three weeks before the rollout hits the App Store. Thanks for all your patience with the game, lets hope 2021 is an improvement on last year!
Happy new year! So glad you took the time to recharge. Exciting update about the game. My take away: a vector graphics option is a go then
Interloper 1.4 (Beta) Intercept Ok so it's been a while since the last build, and that's been 100% intentional. At the end of last year I mentioned that I'll be shifting to working a few more days a week on Interloper and sure enough, that's the case. I've spent the last three and a bit weeks chipping away at the new update, whilst also spending a bunch of time clearing up a bunch of the rough edges that've appeared since launch. With all that said, welcome to the Pick your Fighter update. As with the previous few updates this is built to be extensible, so for the initial rollout of new ships, we've got an Interceptor and a Bomber. The Interceptor takes the same loadout options as the Fighter (the default ship you're all very familiar with) but has no shields, and is incredibly fast and nimble. Speed is your biggest asset here, the ability to quickly dodge in and out of dogfights, rapidly return for strafing runs and escape to cover will counteract your lack of protection. The Bomber is an absolute tank of a ship, with a slower top speed, thrust capacity and turn speed than the Fighter, but nearly double the hull and shields, it can take an absolute punishing. This added protection comes at the cost of the ability to dodge, so AMS / Flak will be your best friend whilst piloting this beast. The Bomber lives up to its name by having a twin-linked weapon slot, which is to mean, when you equip this slot, it gives you a second, free, identical weapon. While this is intended for use with missile weapons (and gains extraordinary firepower with the MIRV perk) it's just as useful with any other weapon. These ships will be available from the loadout menu, and require no unlocking / no extra costs. Just pick the ship that works for you best! The plan from here is to fill out other gameplay styles, add more interesting abilities to each of the various ships and to more drastically change loadout options in the future. All in all this is a pretty huge change to the way Interloper is played, but this update contains a bunch of other goodies too. Radar has been added as an alternative to the enemy direction lines and can be enabled from gameplay settings. This operates more or less the same way that the radar in Elite (and many other space games) works, and should be immediately familiar to those who've played the older games. Enemies now act in squads, no longer flinging themselves at you one by one. (this happens with frigates too, and they're more likely to work with proper firing arcs as a unit) . This changes up the way the game plays rather significantly. Each fighter type now has its own behaviour, with bombers hanging back hiding behind lone wolf interceptors and squads of fighters. All the UI has had a pass for usability with controllers, and has been generally given a bit of a cleanup. And performance has been improved once more. Not quite there on vector graphics yet, but at least more people should be able to play on higher settings than before! To start with this update will go to Testflight to make sure I've not broken anything too seriously, but I expect it should be out sometime next week. Thanks everyone for being so patient!
“Ok ..wah wah.. not quite there on vector graphics!” Me: He’s beginning to believe! jk all this sounds amazing. Can’t wait!