We hit a milestone this weekend, and it feels really nice. The gameplay is finalized.
It’s finally here!
I’m sorry it took so long to get Build 30 out, but I really had no choice. Exactly two weeks ago I put out Build 29, and things started changing so much that the game was relatively unplayable until just recently. I put in a final few touches tonight and I am left with a product I am happy to release.
I also wanted to make it a big one, since I’m turning 30 this year, and 30 is a big round number, and I’m hoping to have the game in a releasable state 30 days from now… It’s just a nice convergence of numbers.
Here’s the gist of things:
- Complete UI do-over. All the major graphics and art have been updated and replaced. This was the biggest speedbump – I couldn’t release a game if you couldn’t sign in!
- Replays. Yep, you can now record and playback your victories!
- A lot of gameplay changes – nothing incredibly major, but important nonetheless.
- New website uploaded.
- New forum software installed and re-built. Also hacked to accept user registrations right from the game.
I thought the old graphics were hot, but this new hotness is just… on fire. I love it, I love it to bits. I especially like how it looks sitting pretty in the new website. The notification boxes and level save boxes are all in place now too, and I’ve implemented handy new features like URL-copying-to-clipboard and other fun stuff. The entire graphical user experience is simply doublegood now.
It’s getting pretty late here so I’m going to sign off for now. Updates and new builds should come more frequently now, and the changes will become smaller and smaller in scope as we start ramping up for launch day. Thank you, Alphanauts, for helping us get this far.
Check out the brand new website at www.protonaut.net.
I just hopped out of a steaming hot shower (where I do most of my thinking) and listening to The Decemberists when I started having conflicting thoughts on how big an Independant Games team should be.
I’ve found that in programming Protonaut, I haven’t been particularly challenged. That’s not to say that it isn’t super interesting or fun, but it feels that I’ve been largely coasting instead of actually thinking.
- Several sets of tutorial level revisions
- Lots of minor glitch fixes
- A dozen updates to player movement rates, gravity values, friction values, and scenario behaviours (eg: fixed the I’m-pressing-on-a-wall-and-can’t-jump-high hard-to-reproduce glitch)
- A dozen updates to the level editor (see them all here), including molecule copying and whole-molecule moving.

This game is definitely bottom-rung in terms of control. Just give it a quick run-through and jump off of a ledge and you’ll see what I mean. It’s almost as if you controls are mapped directly to the keyboard in a hideous 1:1 ratio – it’s obvious there was not much thought put into this at all.

Today I learned to walk away from a feature that was bugging me.
- There is a plethora of sunshine and nice weather
- SimCity4 got reinstalled on my computer
- The Secret Of Monkey Island: Special Edition came out on Steam
- ArmA2 came out, which is wicked fun (helicopters!) and has a scripting language (map editing!) so I’ve been getting my code fix through there
- The level editor now has cursors that indicate the current drawing mode.
- TNT has been pretty much transformed into something not-TNT-like. It still asplodes, but with hardly enough force to move an ant. I might make them simply “fade out” eventually instead of exploding. It detonates after 5 seconds.
- Nitrogen (as everyone knows) is unstable and will explode upon touch (in the fictitional microbial world of Protonaut, based on authentic Xiuuzn Universe Physics and Chemistry). I think this might be a big key to more-fun-gameplay, as it adds a direct-death challenge to the player.
- Nitrogen still has to be collected/destroyed, though, so just hopping over them all won’t work…
- But “TNT” (or whatever it is now) can set off the Nitrogen for you. :) Hucking things around is now a required game mechanic! (if there is nitrogen in a given level, that is)
- Some display glitches resolved, level name now appears, and included some network error catching for level loading.
Nope, the project isn’t dying. Just having some technical problems on the code end.
- Realized I had been making aluminum boxes half the size they appeared as. They ended up being smaller than the box2D minima and were behaving erratically and were hard to stand on. People should find aluminum is now much more stable.
- Pause-time is back! Tap space to freeze the world, and space again to unfreeze it. I think eventually there will be an transition animation on your character and you won’t be able to control him in during it, and it might be toggled by an in-game object instead of the spacebar – giving the level creator some level of control. I’ll see how it plays out. (Yes, this means slow motion is no longer available)
- Jump height is now controllable – the longer you hold down the jump key the higher you go.
- Wall jumping is in. If you are against a wall while in the air you can jump away from it (but you can only alternate walls – no jumping repeatedly off of one wall)
- Version number now shows on the front page so you can be sure you have the latest copy. This one should say “Alpha b23″ in the corner. If it doesn’t, your browser is caching an old copy!
- A bunch of small level-editor issues resolved.

