Changelog
Track the evolution of Lockstep Arcade through our version history
- single player games started through the multiplayer lobby no longer round trip packets through the server (so you won't get lag, or see 'Waiting for players', for these games)
- fixes a crash when hovering player names on the recording replay page
- fixed imgui errors when hovering slot colour indicators on the game results view
- fixes an issue with some settings being missing from the game details shown for games other than Neon Swarm
- added the possibility to change walk speed in Neon Swarm (to double or triple speed)
- Neon Swarm games (including tutorial levels) end automatically when there are no swarmers left
- added a sound when attempting to dig metal in Neon Swarm (and activities now end directly when this happens)
- added tooltips for settings in create game screen
- tweaks to Serpents game default settings and start situation
- rendering tweaks to reduce aliasing in Pilots and Serpents
- fixed issues with connection failure from iPhones when on mobile data
- fixes problems with UI extending outside screen extents after switching out of app and in again on mobile platforms
- fix for spurious tail collision, in serpents game
- fix for issue with tail length drift (e.g. tail actually non-zero length for dead player)
- support for connecting as a guest, with credentials created on connection (in web builds)
- possibility to copy currently logged in credential string to clipboard (in web builds)
- sound tweaks, serpent exit sound
- reduced default game duration for serpents
- tweaks to network code for smoother play in situation where there are clients on bad connections (or mobile data)
- font rendering improvements for high dpi displays
- significant improvements to game networking in situations with poor wifi or mobile data connections (less 'Waiting for players')
- serpents game now has 'exits' and you need to drop off your tail at your exit to score (with a score multiplier depending on tail length)
- fixed issue with bounces resurrecting dead serpents (to length 100)
- credentials string entry marked as password (so browsers offer to fill this for you)
- game version is displayed in mobile phone UI
- font changed to improve number display
- high score tables and ranking for the Serpents game
- fixes for some bugs relating to played game indexing
- the web client detects when you are on a mobile platform and runs a dedicated mobile UI (with only the Serpents game supported)
- Serpents game now uses mouse/touch control
- font rendering improvements
- added another game to the arcade ('Serpents', a combination of the classic snake game with asteroids style inertial movement)
- delay frames can be set for coop challenges and ranked matches
- tweaked missile behaviour (speed and collision) in Pilots
- orders with triggers can be given to falling swarmers in Neon Swarm
- credentials are now provided as strings that can be pasted into the app
- name changes on the server now persist across server restarts
- fix for an issue with being unable to save credentials on the web client before playing tutorial
- browser build of client added (using web assembly and Emscripten)
- collision damage for collision with scenery in Pilots game depends on speed
- attempts to reduce delay between simulation triggers and playing sounds
- credentials can be loaded with a file picker (if not found in game directory)
- fixes a bug with dead pilots still able to target lock and fire missiles
- fixes a bug with desynchs detected at end of Neon Swarm in cases where swarmers are making world changes during the delay frames just before game end
- second game added, 'Pilots', a top down shooter with asteroids style ships and inertial movement
- orders for the swarmers in Neon Swarm can now be set to trigger on different conditions (blocked, turned around, about to fall)
- a tutorial has been added for Neon Swarm
- swarmers not matching direction filter are darkened
- no wrap version of first map added
- more single player challenges added
- the last player in a game can now choose to end the game early
- fixed bug with local recording files only being scanned on application startup
- fixed bug with imgui error on highscore table page
- fixed detail issue with local recording file state when going from highscore table to game result
- game data moved into a 'data' subdirectory
- game client executable renamed to 'LockstepArcade.exe'/'LockstepArcade'
- game release archive renamed
- main menu added to UI at startup
- "Connect to server" goes to the multiplayer UI that would previously be accessed directly on client start
- possibility to download recordings (through game results tab), which can then be replayed through "Recording replay" on the main menu at client startup
- fixed some issues with game results display
- fixed an issue with the game incorrectly reporting 'tied result' at game end
- various UI tweaks
- added a build for MacOS
- A bunch of tweaks and adjustments to lemming behaviours
- Lobby reworked significantly, again
- Player names are now tracked persistently on the server side
- Added co-op map and a set of co-op challenges based on this map, with a highscore table
- Average exit times are tracked, in addition to total number exited, and serves as a tie breaker for same number exited
- Added the possibility to play ranked matches, with player ratings updated based on results (using Glicko2), and a player rankings page
- Bug fixes
- Game network and simulation continues in the background (to prevent the game freezing for other participants), if the user locks the application by holding left mouse on the window taskbar and dragging the window
- Tweak to separate lemmings that end up on exactly the same pixel
- Second map, and the possibility to select a map when creating a room in the lobby
- Support for horizontal and/or vertical wrap around at world boundaries (optional, per map)
- Lobby reworked significantly, in particular with it now clearer when you are in a game room
- It is now possible to abort a game and return to the lobby (good if you are losing and there is no way to catch up!)
- Team info is shown with the game settings
- The results of the last game played are shown in each game room
- Game desynch checks are now made automatically
- Wrapped worlds are also rendered wrapped, with tiled rendering
- Removes the (confusing) concept of game waiting lists and shuffling around through this on game exit (players now just come back to exactly the same place in the lobby when leaving game)
- Fixes an issue with slot assignment that meant that two players could be assigned the same slot
- Fixed the player count in the lobby
- Added 'raise ground' order
- Bridge order duration increased
- Step height increased (from 2 to 4 pixels)
- Added some delay to digging, for dig sideways, with actual digging triggered after this delay or when the lemming first gets blocked by something
- Added upward dig
- Added raise ground order
- Added horizontal bridge
- Adjusted texture scaling mode for world rendering to work better for pixel width stuff like bridges
- Direction filter is now set by holding left and right arrow keys (with mouse cursor reflecting this)
- Arrow keys no longer control camera movement (but WASD is still available for this)
- Added sound feedback on order given
- Increased selection distance
- Falling lemmings (which won't take orders) are rendered in a darkened colour
- 'Rooms' are created and joined in the lobby (renamed from 'games')
- Added ready check boxes
- Player name limited to 30 chars