Interloper Release Notes (Beta) 0.8.578 Operation: Loadout About as simple as it gets this week, we’ve got new models and effects for the remaining player weapons. That includes: Railgun (new model category) Auto Railgun Lance Heavy Lance EMP Missile Launchers Swarm Standard Heavy Nuke Flak (new weapon!) Flak Cannon Short and sweet this week, but it just takes a ton of time to do visual updates. Updates: Gameplay Changes New weapon models finally implemented. New Weapon: Flak Cannon (old flak cannon now called "flak") Fixes just the bug @Ringerill reported last week where weapons don't disappear in the loadout menu when unequpping them. Known issues: AI Missiles were flinging capital ships off into the void, Cap ships now only have plasma launchers for now. AI Bombers are now somehow super dangerous. Destroy them first! Looks like menu’s on the notched iPhones get hidden behind the notch... Uninstalling and re-installing the game forces a tutorial re-run, might override player data. Sometimes enemy AI.. just do nothing?
Interloper Release Notes (Beta) 0.8.596 Last round This is it. Interloper has been in open beta for around three months now, and has come a long way since it’s announce back in Feb. There’s still work to do before launch, but from here on out I’ll be doing far less frequent updates. With any luck, the next update that I post here will be an announcement for the launch date! Hopefully that post will be no more than a month out from today. I’d like to take a quick moment to thank everyone who's participated in the beta so far! It’s been super challenging, but incredibly helpful to receive all the feedback so far, and the game is 100% better for all of it! I’m looking forward to knuckling down to fix the remaining bugs and tie up the last few bits and bobs around the game! Anyway, enough of that: This week’s build includes a bunch of odds and ends that I’ve been meaning to get to for a long while, including an opt out for analytics, performance options, and importantly, new environment art for Close Obit. Thanks once more for all the feedback and help! Updates: Gameplay Changes Power saver mode implemented. High frame rate mode implemented. Analytics opt out implemented. New art + environment for Close Orbit missions. New backgrounds for Loot and Settings pages. Fixes Fixed an environment rendering issue for Ruins Text entry for iOS 13 devices in the bug report page should be fine now? Some settings would previously get cut off in landscape mode, shouldn’t be an issue now. Known issues: AI Missiles were flinging capital ships off into the void, Cap ships now only have plasma launchers for now. AI Bombers are now somehow super dangerous. Destroy them first! Looks like menu’s on the notched iPhones get hidden behind the notch... Uninstalling and re-installing the game forces a tutorial re-run, might override player data. Sometimes enemy AI.. just do nothing?
I play the game really sporadically but if at some point you really need an in-depth test, just let me know. I would gladly dive into it, especially if it helps the dev
Oh sorry, just saw this @Ringerill. Will do! Won’t be launching another update today, but as I get closer to launch I’d love someone to sanity check my changes Thanks!
Interloper Release Notes (Beta) 0.9.0 An Interlude: Surprise! I'm still working on polishing the final pieces of content prior to launch, but I figured I'd push a new build out in the meantime. There's been a ton of work done on the game in the past little while, and there's still a fair bit to go, but overall the game's in significantly better shape than where it was as of the last beta. As for the launch, we're probably still another month or so out at this point as my time over the next month or so will be limited on the game, but I'm looking at late July or early August for a 1.0 release. So until then, I'll probably try to send out at least one more patch, probably focused on both the controller experience, and audio state of the game. (and of course a ton more bug fixes!) ps: there's a shiny new website for the game over at anchoritegames.com, feel free to let me know if that works too! Updates: Gameplay Changes Haptics for player hull and shield hits. [new utility] Anti Missile Systems implemented Fleet beacons reworked Now only bring in a maximum amount of ships (per tier) Much shorter respawn time (15s to 60s) Spawns immediately on mission start Split into several different kinds of beacons Friendly ships reworked to be generally more powerful AI Fighters now avoid collision (most of the time) AI Frigates and Capitals now destroy asteroids on collision AI Frigates and Caps weapons properly independently target ships now. Guided Auto Railguns nerfed significantly Nuke Launcher made useable. Added Apple standard review popup on 10th play through... no idea if that'll do anything during beta. notched iPhone support (finally, sorry about that, I've only got an 8) probably more that I forgot.... Fixes Lets just say a metric ton of fixes.
Interloper Release Notes (Beta) 0.9.95 Beginning Approach Vector: Big news! Interloper is now available for pre order on the App Store and will launch on the 30th of July 2020. Still have a lot of work to do to get the game launch ready, but that path is clear! As for this release, it’s a relatively minor update today. The primary focus has been really focusing clearing out a lot of the bugs that’ve built up over time. Updates: Gameplay Changes New targeting UI for when the player has no active target. (might dial this back a bit as it’s intense now, but it’s in!) Some weapons now have a ready-up and wind-down set of sound effect states now (particularly built for the vulcan) Vulcan has all new sound effects. Updated UI placement Updated the Anchorite Logo (woo) Updated Tutorial UI Graphics Updated Thruster graphics Massive clean up of controller support. Still need to put in glyph support for the DualShock controllers. Changed Rare railgun to be Automatic Railgun, and Epic to be Guided Railgun. Sorry, no more guided auto rail. (honestly guided is still OP) Changed loot drops for some missions Added Audio Kill Sting system. (might tone this back) Increased player velocity to 120 (from 80) Added “autofire” menu option for controllers (so if you’d rather just play the game the way it’s played with touchscreen controls, or want an easier experience) Fixes Fixed dodges! Lots of UI Fixes for the tutorial Lots of HUD UI fixes Fixed a bug where sometimes enemy fighters would just... do nothing? Improved (but not totally fixed) landscape on iPhone and portrait on iPad support Fixed zeroing on guns for controller and many many more minor fixes.
@Jstorm Thanks so much, really really appreciate it! As for cookies. err... you get my gratitude, and game when it launches?
Noooooooo! I want an Oreo sandwiched by an Oreo sandwiched by an Oreo! Well, jokes aside I would like to know if this game is better played on an iPad or on an iPhone. I am currently thinking about buying an iPad which I never owned, and wondering if action packed games are comfortable to be controlled on a larger device. My hands/fingers aren’t that big.
Haha hit me up when I do a patreon or something and I'll make monthly biscuit giving a thing on the highest tier. As for where it's better played, for what it's worth I've got my editor viewport almost perma-set to portrait 16:9 [iPhone portrait]. In retrospect this is kinda a problem, I really should just set it to randomise between supported aspect ratios lol That said, when I test the game on device it's 50/50 between my 2017 iPhone 8 and my 2018 iPad Pro 11. The touch controls are set up for both landscape and portrait orientations, and are slightly different on the ipad vs the iphone in each orientation. I've tried super hard to give both platforms the same amount of love, so I'd hope that it's just as fun on the ipad as it is on the phone. The only real tradeoff that I'm aware of is that the iPad has no haptics, which I kinda went nuts on. Oh also, it has full support for controllers! (currently MFi and Xbox) .... in theory joysticks work too..... Here's some screenshots for reference: (excuse the slight overlap on the thrust in landscape.. only just noticed that!) (ps ps, still over a month to go of bugfixes haha)
Oh right, didn't answer the question. Either iPad or iPhone! I personally love my iPad for gaming when I've got a bit of extra time.
Thanks for a detailed answer. I guess I will get an iPad then. Will a standard iPad powerful enough To run your game? Also looking at your screenshots, I think I will stick to the portrait. The objects on the landscape looks stretched and have too many objects blocking the field of view.
I think you have to post it on the release section of the forum, you will get much more preorders... https://toucharcade.com/community/forums/iphone-and-ipad-games.2/
Mm wasn’t sure of the etiquette around that. But if that’s the normal thing to do, then I’ll post it there today! Thanks!
Currently in preorder: Launching July 30, 2020. Details Interloper is a single player first person space combat simulator designed for iOS. FLY like you've never flown before on iPhone and iPad with a full six degrees of freedom. Play it your way in either portrait or landscape. TAKE HOLD with full support for MFi controllers or get up close and personal to be immersed with intense haptics and on-screen controls. CUSTOMISE your fighter with an array of load-out options. BALANCE your choice of weapons, utilities and wingmen. Experiment with new equipment or get comfortable with favourites. Find out more at: http://anchoritegames.com/interloper.html Interloper Mathew Purchase *The* space flight combat simulator, designed for iOS, developed by Anchorite. FLY like you've never flown before on iP… $1.99 Buy Now Watch Media Details*The* space flight combat simulator, designed for iOS, developed by Anchorite. FLY like you've never flown before on iPhone and iPad with a full six degrees of freedom. Play it your way in either portrait or landscape. TAKE HOLD with full support for MFi controllers or get up close and personal to be immersed with intense haptics and on-screen controls. DEFEND your people against the oppressive COMMONWEALTH. ENGAGE in a selection of fast-paced missions and beautiful environments. IGNORE THE ODDS and go toe to toe with swarms of fighters, frigates armed to the teeth or hulking capital ships. DON'T GO IN ALONE, bring your own elite fighter squadrons. CUSTOMISE your fighter with an array of load-out options. BALANCE your choice of weapons, utilities and wingmen. Experiment with new equipment or get comfortable with favourites. BUILD UP your arsenal with salvage from each successful run. EQUIP potent salvaged items to take on the heavily armed COMMONWEALTH fleets. KEEP YOUR COOL and you'll make it out alive. Getting wiped out means giving up on your current gear and loot. BAIL OUT early if things are looking tough and live to fight another day. Information Seller:Mathew Purchase Genre:Action, Simulation Release:Jul 30, 2020 Updated:Jun 02, 2023 Version:1.701 Size:199.5 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Jstorm likes this. Jstorm Well-Known Member Feb 2, 2020 1,082 474 83 Male Employed Earth #57 Jstorm, Jun 22, 2020 I wantz moar Daka on me rotating shoota! physicalpariah Well-Known Member Jul 8, 2016 323 156 43 Indie Game Developer http://anchoritegames.com #58 physicalpariah, Jun 22, 2020 screenshake to 200% setting maybe? Jstorm Well-Known Member Feb 2, 2020 1,082 474 83 Male Employed Earth #59 Jstorm, Jun 22, 2020 I meant the sound. Assuming that gunshot sounds around 0:10 on the video is that of Gatling guns, the video shows barrels rotating at a high speed, but the firing sound represents something with low rate of fire, say, cannons. I felt this awkward because the visual and the audio feedback didn’t match up. physicalpariah Well-Known Member Jul 8, 2016 323 156 43 Indie Game Developer http://anchoritegames.com #60 physicalpariah, Jun 22, 2020 Ahhhhhh. In that particular shot the loadout is 1x vulcan (left, high rof minigun) and 1x autocannon (right, low rof .. gun?) and it sounds like the autocannon is taking precedence at that point in the sound engine.. I'll do a letsplay / gameplay overview video sometime soon, but worry not, the game is *plenty* loud haha. Also all gunshots / hull hits / warp effects and nearby explosions are rendered with haptics! Show Ignored Content Page 3 of 5 < Prev 1 2 3 4 5 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I meant the sound. Assuming that gunshot sounds around 0:10 on the video is that of Gatling guns, the video shows barrels rotating at a high speed, but the firing sound represents something with low rate of fire, say, cannons. I felt this awkward because the visual and the audio feedback didn’t match up.
Ahhhhhh. In that particular shot the loadout is 1x vulcan (left, high rof minigun) and 1x autocannon (right, low rof .. gun?) and it sounds like the autocannon is taking precedence at that point in the sound engine.. I'll do a letsplay / gameplay overview video sometime soon, but worry not, the game is *plenty* loud haha. Also all gunshots / hull hits / warp effects and nearby explosions are rendered with haptics!