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Voir la version complète : Neurovoider: le défouraillage cérébral



loki111
05/10/2015, 12h09
http://i.imgur.com/D2aVhoI.png

Salut !

Aimant particulièrement les twin stick shooter (auxquels je suis aussi particulièrement nul), j'ouvre ce topic pour parler de l'un d'entre eux qui est disponible dans une version alpha plutôt stable.

http://tof.canardpc.com/preview2/1b2cb89d-247e-42f9-86a8-1bd2e49dcaa5.jpg (http://tof.canardpc.com/view/1b2cb89d-247e-42f9-86a8-1bd2e49dcaa5.jpg)

Voici les caractéristiques:

Multijoueurs à 4 en local;
Jouable à la manette ou au clavier/souris;
Niveaux générés de manière procédurale;8736 adversaires (d'après les créateurs);
Des tonnes de loots pour customiser son robot (Tête, torse, jambes et deux armes modifiables);
Bosses gigantesques même sur un écran 4K (bon là j'ai un 19 pouces, ça va être un peu compliqué à vérifier);
Une bande son qui tabasse par Dan Terminus.

Allez hop! Trailer !

https://www.youtube.com/watch?v=lMfqIwIPwE4

Liens importants

Site officiel
(http://neurovoider.com)Site du développeur (http://www.flying-oak.com/works/neurovoider/)
Le tumblr pour suivre le développement du jeu (http://neurovoider.tumblr.com)
Twitch des développeurs (https://www.twitch.tv/mrhelmut)

http://tof.canardpc.com/preview2/af32a5c6-9430-4d7d-a321-f0b3372059c6.jpg (http://tof.canardpc.com/view/af32a5c6-9430-4d7d-a321-f0b3372059c6.jpg)


Présentation

Présentation à l'IndieGames Play Paris 2015 (http://www.gamesidestory.com/2015/09/22/indiegames-play-paris-2015-14-independants/) (VF)
Présentation par Akwartz alias Chocapic (https://www.youtube.com/watch?v=mpF1nNTPvb0&feature=youtu.be) (VF)

Où acheter ?

DL Gamer (http://www.dlgamer.fr/neurovoider.html) à 9,99 € (Clé Steam)
Itch.io (http://flyingoakgames.itch.io/neurovoider) à 8,33 $ (Sans DRM + Clé Steam)
La musique de Dan Terminus est disponible sur bandcamp (https://blood-music.bandcamp.com/album/the-wrath-of-code).

loki111
09/10/2015, 18h54
NeuroVoider - Alpha 4 - Changelog


New:
Reactors now have a “destroy” label above them
Added an option to disable text animations

Changes:
Changed the design of holes (should be more distinct from walls)
The pause menu is now real pause
Made the controls permanently visible while the game is paused

Fixes:
Fixed item name generation not being enough random
Fixed flame thrower flames not being displayed properly on the ground
Fixed fragmentation weapons being too powerful

Super_maçon
09/10/2015, 20h36
Ca va commencer à être difficile de se faire une place pour ces Top down/twin stick/rogue lite là.

Bon il a l'air d'avoir un bon système d'up grade pour lui, a voir.

loki111
16/10/2015, 16h19
NeuroVoider - Alpha 5 - Changelog

Les développeurs ont annoncé qu'ils ont commencé à travailler sur les bosses.


Changes:

Weapon damage have been re-ranged (base DPS is now 150)
Reduced fragmentation weapons range
Reduced lasers lag

Fixes:

Fixes grenades rotation being inverted
Fixes some inventory misaligned characters
Fixes railgun lasers going through walls
Fixes grenades collision box
Fixes a possible memory leak and added better error handling
Fixes the impossibility to change resolution
Fixes Windows “N” compatibility
Fixes a very rare crash occurring when fading the sound and loading a new song at the same time

LoLoNATO
16/10/2015, 18h54
Hé allez, craquage.

Bha pas déçu du tout, pour le moment c'est bien addictif, avec des moments vraiment hard où on comprends plus vraiment ce qui se passe!

Sserfu
16/10/2015, 19h38
NeuroVoider - Alpha 5 - Changelog

Les développeurs ont annoncé qu'ils ont commencé à travailler sur les bosses (https://youtu.be/AEndmy5S-M0?t=5).

j'ai pas pu m'empecher.

Cela dit le jeu m’intéresse vachement, mais attendons de voir leur avancement :D.

loki111
23/10/2015, 18h35
https://www.youtube.com/watch?v=TPeLjdqLy-0

Mise à jour avec implémentation d'un premier boss !
La zik de la vidéo c'est la piste Death of Distorsion (https://blood-music.bandcamp.com/album/the-wrath-of-code) de la BO de Neurovoider.


New:

Introduction of the boss system (limited to one boss for the moment in order to test the stability of this system; alpha 7 will have true random boss and 3 different families of boss)

Changes:

Elite enemies smoke more quickly when damaged
Elite enemies now have better chance to drop rare items

Fixes:

Fixes camera position while zooming in multiplayer (should not have jaggies anymore)
Fixes recoil limit to have a maximum value (preventing to skip colliders if recoil is too strong)

loki111
30/10/2015, 19h19
Alpha 6 - Hotfix 1




Changes:
Boss HP reduced by 25%
Flames will not spawn in holes anymore

Fixes:
Fixes low EP warning showing even in brain form
Fixes options menu crashing with 1563x864 monitors
Fixes a typo in "riffle" weapons
Fixes a rare crash during boss fights
Fixes a crash related to the absence of Windows Media Player
Fixes some path too small for Fortress player to get through
Fixes a rare crash upon level start
Fixes a crash related to using the echo after a gameover

loki111
02/11/2015, 21h56
Le roadmap du développement


Features:

Boss generation: randomly generated bosses and arenas depending on the difficulty - 75% done
Revamping of the class system: requirements to switch classes are not quite right, and the Rampage class is not very obvious to use - 0% done
Branching progression: the level progression will not be linear; you will be able to choose between a couple maps at each new level, with advantages (e.g. more loot) and/or drawbacks (e.g. tougher enemies) - 0% done
General progression: right now, all skills and content is unlocked (to help us balance everything during the alpha); in the final game there will be unlockables based on ingame actions and progress - 0% done
Game stats: general stats and your session score upon a gameover - 0% done
Item recycling: trashing items will give bonus crystals, with a chance to drop a rare items if enough crystals; this will give a use to junk items - 0% done
Destructible elements, including lights - 50% done
Loot crates - 0% done
Hot seat multiplayer: allow to drop in/out of a game anytime - 0% done
Weapon preview in the inventory: allow to try a weapon before going to new level - 0% done
Monster power: allow to choose the difficulty - 0% done
Switching weapons: allow to switch the two equipped weapons during gameplay - 0% done
Better AI: adding more diverse behaviors to the enemies - 0% done
New inventory UI: a revamp is planned to better compare items - 0% done


Content:

Introduction movie - 0% done
Tutorial: this will be the first of the game with some story and mecanism to learn how to play and use the inventory - 0% done
Environments - 1 done out of 6 planned
More enemies - 7 families done out of the 16 planned
More bosses - 1 family done out of the 16 planned
More weapons - 9 family done out the 20 planned
More skills - 22 done out the 26 planned
Sound design (most of the current sounds are placeholders) - 10% done

loki111
06/11/2015, 18h25
Alpha 7

http://i.imgur.com/E7bcFBn.gif?1


New

Bosses are now truly proceduraly generated
Added 2 new boss families
Sliding bosses now generate sparks on their rail
Hidden options to display the frame per second (launch the game with the -showFPS command line argument)
Hidden options to unlock the 60FPS cap (launch the game with the -unlockFPS command line argument)

Changes

Removed micro freeze on melee weapon attack
Updated the bosses assets
Tweaked smoke/spark particles on bosses and mini-bosses (less particles)


Fixes:

Fixes low EP warning showing even in brain form (again)
Fixes game hanging during loadings if the network connection is slow

Saltadrow
07/11/2015, 16h40
J'ai craqué aussi, surtout pour la bande son qui défonce. Je vais pas trop jouer en attendant la release, mais pour l'instant c'est du tout bon!!

loki111
13/11/2015, 18h06
Alpha 7 - Hotfix 1


Fixes

Fixes bosses not spawning with Super Heavy weapons

loki111
20/11/2015, 18h08
Alpha 8

http://i.imgur.com/jbD6Weu.gif?1


Welcome to the sewer!

New

Sewer environment
Two new Dan Terminus tracks for the sewer
The full run and progression system: you can now choose level variants when proceeding to a new level

loki111
21/11/2015, 12h54
Alpha 8 - Hotfix 1


Fixes

Fixes player spawning in water in the sewer environment
Fixes elite sometimes not spawning while its minions did

loki111
27/11/2015, 17h13
Alpha 9

http://i.imgur.com/fCt2S5m.gif?1


New

Destructible speakers (with a chance of dropping items)
Exploding barrels and hazards
Loot crates

Changes

Reduced the amount of freezed frames upon explosions
Updated flames and flamethrowers art
Sewers are now darker
Color palette has been updated to better suits to color blind people


Fixes

Fixes players spawning with wrong positions

loki111
01/12/2015, 14h52
Une interview de Thomas Altrenburger chez Indiefagmafia:
http://indiefagmafia.fr/index.php/2015/12/01/entretien-thomas-altenburger/

CruZer
01/12/2015, 20h48
Pour une alpha c'est vraiment bien branlé comme jeu, j'ai pas eu un seul crash, le framerate est bon, rien à redire, plus qu'à attendre que le contenu arrive.

loki111
04/12/2015, 19h17
Alpha 10

http://i.imgur.com/eE8g2au.gif?1


New

Your game stats will now be displayed on the game over screen and the game will track your best scores
The game now tracks your playtime and kill counts (but there is no dedicated stats menu yet)
Tips will now appear during loadings and in the pause menu


Changes

Generators will not spawn in water anymore


Mise à jour de la roadmap (http://steamcommunity.com/app/400450/discussions/0/490124466461843889/)


Current focus is on:

Gameplay enhancements & a new environment!

Features:

Boss generation: randomly generated bosses and arenas depending on the difficulty - 100% done
Revamping of the class system: requirements to switch classes are not quite right, and the Rampage class is not very obvious to use - 0% done
Branching progression: the level progression will not be linear; you will be able to choose between a couple maps at each new level, with advantages (e.g. more loot) and/or drawbacks (e.g. tougher enemies) - 75% done
General progression: right now, all skills and content is unlocked (to help us balance everything during the alpha); in the final game there will be unlockables based on ingame actions and progress - 10% done
Game stats: general stats and your session score upon a gameover - 80% done
Item recycling: trashing items will give bonus crystals, with a chance to drop a rare items if enough crystals; this will give a use to junk items - 0% done
Destructible elements, including lights - 100% done
Loot crates - 100% done
Hot seat multiplayer: allow to drop in/out of a game anytime - 0% done
Weapon preview in the inventory: allow to try a weapon before going to new level - 0% done
Monster power: allow to choose the difficulty - 0% done
Switching weapons: allow to switch the two equipped weapons during gameplay - 0% done
Better AI: adding more diverse behaviors to the enemies - 0% done
New inventory UI: a revamp is planned to better compare items - 0% done


Content:

Introduction movie - 0% done
Tutorial: this will be the first of the game with some story and mecanism to learn how to play and use the inventory - 0% done
Environments - 2 done out of 6 planned
More enemies - 7 families done out of the 16 planned
More bosses - 3 family done out of the 16 planned
More weapons - 9 family done out the 20 planned
More skills - 22 done out the 26 planned
Sound design (most of the current sounds are placeholders) - 10% done

loki111
11/12/2015, 18h43
Alpha 11


Changes

Totally reworked the drop rates of all items, there should be more green/blue items and less gold items (it's quite balanced yet, but it paves the way to better drop rates management in future updates)
Frotress has now a faster special activation animation and reduced cooldown
Lots of changes regarding how items' properties are calculted, applied and displayed in the inventory:
Visions don't give HP bonus anymore
Transports don't give EP bonus anymore
Cores don't give HP regeneration anymore
"Movement" bonuses on Transports have been renamed "Agility"
All multiplicative bonuses are now processed as +% bonuses
There are no more malus
All bonuses now have a wider range of values
Speed and recoil bonuses are now +% bonuses
Cores can have EP and HP bonuses
There are now less differences between classes in terms of total HP and total EP
All classes now have the same base EP regeneration rate
Increased movement speed of all classes and reduced the difference between them
Renamed the "upscaled" fullscreen to "borderless" (because that's what it really is, there's no real upscaling involved)
Updated barrels art to make them blink


Fixes

Fixes Dash special skill will no more be impacted by Visions properties
Fixes handguns not compatible with Rampage special skill
Fixes a possible crash when using Fortress special skill

loki111
18/12/2015, 19h37
Alpha 12

http://i.imgur.com/bUxVfH6.gif?1



New

Frostbite environment, along with its associated hazards and new Dan Terminus track

Changes

Revamped the Rampage class special skill:
It doubles the fire rate
It no more keeps firing until your EP are empty
It fires both weapons with a bonus EP regeneration (+150%)
The downside is that you can't move when using the skill
Auto burst fire weapons now fire the complete bullet burst when you start firing (you could previously stop a burst)
Close range enemies (pink) are now more aggressive and deal more damage
Weapons EP consumption is less randomized (this should avoid finding too cracked weapons)
Update explosions sprites and effects and made them more random
Added a slight shadow to the teleport animation so that it is visible in the Frostbite environment
Re-aligned some text in the inventory

Fixes

Fixes splash damages sometimes missing 1 out of 2 enemies
Fixes a rare crash occurring when fading music
Fixes gravity pull skill attracting enemies beyond the player's position
Fixes destructible elements blinking when using a skill
Fixes EPS / DPS computation and EP consumption precision
Fixes an UI typo
Fixes screen resolution listing only searching for 60hz compatible resolutions
Fixes flames' light not being centered on the flames
Fixes bio barrels dealing 4 times their intended damages
Fixes flames and bio particles not being correctly spread over enemies / players
(Tentatively) fixes "real" fullsceen mode crashing on some configurations

loki111
08/01/2016, 19h04
Alpha 13 !

http://i.imgur.com/dPZ1xnI.gif?1


New

You can now select your class at the start of a new game, right before the skill, and the screen has been renamed "build selection"
Interface revamping has started: there are now tabs in preparation of the coming new features


Changes

Inventory and class/skill selection interfaces now have lower font size (this will make the UI less compact)
Changed the player background image of the inventory

Fixes

Fixes Frostbite boss arena fridge colliders
Fixes railgun warning laser being displayed under enemies and players
Fixes destructible elements producing the "hit" sound if they're taking 0 damage
Fixes nuke not being correctly aligned in the inventory
Fixes the slight visual gap between legs and body of enemies / players

loki111
15/01/2016, 22h34
Alpha 14


New

Trashing items now reward you with "scrap". There is currently no use for scrap yet, this will come in the next couple updates
Trashing and sharing items now come with options to select all items, all non-new items or all items from different classes
Items are now automatically sorted. All non-new items are placed left of the equipped item, and new items are sorted by rarity. The game will also try to place weapons you like the most next to equipped ones.


Changes

The game will now delete the "UserPreferences" file if it crashed. This will prevent the game from crashing again if it crashed due to unsupported graphics settings.
It is no more required to restart the game to change the graphics settings (except for the fullscreen mode option)
Changed the music encoding and file compression algorithm. This is a preemptive work to get everything working fine on Mac & Linux

Clydopathe
19/01/2016, 11h02
Je viens de le prendre, j'ai fait deux trois parties et ça a l'air plutôt nerveux et difficile, je n'ai pas réussi à finir la moindre map et j'ai un peu de mal à comprendre les objectifs aussi.

Par contre, il parait qu'on peux modifier nos persos avec le loot ramassé, je suppose que cela se fait entre chaque monde? et donc qu'il ne faut pas mourrir. On peux avoir deux armes à distance au lieu d'une distance et d'une de CAC?

loki111
19/01/2016, 14h23
Je viens de le prendre, j'ai fait deux trois parties et ça a l'air plutôt nerveux et difficile, je n'ai pas réussi à finir la moindre map et j'ai un peu de mal à comprendre les objectifs aussi.

Il faut collecter des cristaux de couleur blanche (Ils sont tous petits et pas franchement visibles).
Pour cela il faut détruire des ennemis ou trouver des collecteurs (des blocs avec un espèce de joyau violets au milieu) qui en laissent tomber un gros paquet.


Par contre, il parait qu'on peux modifier nos persos avec le loot ramassé, je suppose que cela se fait entre chaque monde? et donc qu'il ne faut pas mourrir

Cela se fait entre chaque niveau. Tu pourras modifier la tête, le corps, les jambes et les deux armes de ton robot.


On peux avoir deux armes à distance au lieu d'une distance et d'une de CAC?

Tout à fait.

Clydopathe
20/01/2016, 15h53
Merci pour les infos! Je me pencherais dessus plus en détail quand j'aurais essoré Nuclear Throne mais il a un sacré potentiel.

loki111
22/01/2016, 18h45
Alpha 15

http://i.imgur.com/plG7XTE.gif?1



IMPORTANT

The game now uses OpenGL instead of DirectX. This has several benefits:

Windows Media Player is no more required (that was a real pain)
The game should now run on Windows Vista and Windows XP
It should fix nearly all issues some players had with fullscreen
We only have to maintain one single build to support Windows, OS X and Linux

There are a couple drawbacks though:

keyboard layout can not be automatically detected anymore, there is now an option to switch to azerty
loadings are less smooth because of OpenGL managing threads differently, the only noticable moment is during level loading (tips appear a bit laggy)


Known issue

Retina (Mac OS X) and 4K displays (Windows) are not working unless you disactivate Hi-DPI mode in your system resolution settings.

New

Mac OS X and Linux (inc. SteamOS) support
Added an options to specify that your keyboard has an azerty layout


Changes

Switching back to require a restart if the resolution is changed (this was causing too many issues, we'll get back it later)
The fullscreen mode has been removed, it is no more relevant with OpenGL
Musics are now encoding in full bitrate OGG, you can expect a better quality (it previously was WMA, arg)


Fixes

Fixes Windows Vista incompatibility
Fixes Windows XP incompatibility
Fixes a lot of fullscreen issues

loki111
31/01/2016, 10h12
Alpha 16 !

http://i.imgur.com/PVDguLZ.gif?1


Known issue

Retina (Mac OS X) and 4K displays (Windows) are not working unless you disactivate Hi-DPI mode in your system resolution settings
There are a few crashes related to OggStreamer, we're working on it

New

You can now compare items with throught a new tab in the inventory. Hold LT (gamepad) or S (keyboard) to switch to the expert mode!

Changes

The inventory automatic sort has been improve to better suggest weapons you like
The color palette of all enemies / items has been updated to look more metallic and there are a couple new sprites
Reworked a bit the inventory text alignment

loki111
05/02/2016, 20h32
Alpha 17


Known issue

Retina displays are not supported unless you disactivate Hi-DPI mode in your OS X resolution settings

Fixes

Fixes game being cropped or too small on 4k displays (Windows & Linux only)
Fixes game crashing due to OggStreamer
Fixes screen being either purple or glitched when the launching the game
Fixes Linux gamepad support
Fixes text renderding in the inventory compare tab
Fixes a few glitched sprites
Fixes mouse position when using windowed mode

CruZer
12/02/2016, 18h01
Alpha 18 is here! Welcome to the sub'! We hope that you'll enjoy getting ambushed in the escalators.

New
Subway environment and its escalators which can slow you down or speed you up

Changes
Switching class is now better explained and the inventory will tell you the required conditions to make the switch
The game now forces a 16:9 aspect ratio no matter the selected rendering resolution

Fixes
Fixes Retina and 4K resolutions
Fixes a few typos (riffle, desactivate...)
Fixes mouse coordinate issues on OS X with Retina displays
Fixes screensaver appearing when playing with a gamepad
Fixes the automatic inventory sort of prefered weapons (it was sorted from worse to better, instead of better to worse)
Fixes a rare crash when a music stops
Fixes weapon shot EP and visor skill power stats comparison
Fixes music volume randomly changing

J'ai été assez surpris dans un premier temps par la qualité du build fourni pour une alpha, puis passé la bonne surprise et avec le recul je trouve le jeu assez redondant/répétitif.
Le gros défaut même selon moi est que ça manque de patate en général. C'est vraiment mou d'une certaine façon.
C'est même pas une question de contenu (différentes armes ou maps) c'est juste un peu chiant quoi.
Peut-être parce que j'y joue majoritairement tout seul, ça a surement plus d'intérêt en coop. (au contraire de Nuclear Throne)

Des fois on lance une map parmi des choix assez étrange (tu préfères une map simple avec plein de loot ou une map dur avec plein de loot ?!!)
et on se surprend à se demander quand est-ce que ça se termine à surveiller la jauge de cristaux.

A voir avec l'évolution dans le temps évidemment, mais je doute que pour un jeu supposé sortir ce printemps ça devienne un truc de ouf (t'as vu)

loki111
13/02/2016, 20h21
Le jeu est pensé pour être jouer à 4 en multi local.
Mais je reconnais qu'il manque de pêche par rapport à la concurrence (surtout Nuclear Throne).

loki111
26/02/2016, 19h02
Alpha 19

Un hotfix est en cours de route.


New

You can now test weapons directly from the inventory with the new "test" tab
We added the logo of our publisher at the beginning, because they are cool people
Added lots of new gamepad drivers, the full list can be digged from https://github.com/gabomdq/SDL_GameControllerDB

Changes

The fire rate of manual weapons is now clearly displayed as "man." in the inventory instead of an irrelevant number

Fixes

Fixes bullet collisions sometimes skipping a frame
Fixes a few colliders in the Sub environment
Fixes gamepad mapping being totally off if gamepads of different brands are plugged

MrHelmut
27/02/2016, 12h32
Hello !

Je viens seulement de repérer ce thread. :rolleyes: Je suis un des deux devs sur le jeu.

Tout d'abord, merci loki111 pour son animation !

Pour répondre un peu à toutes les interrogations que j'ai pu voir, on a encore beaucoup de boulot pour arriver là où on souhaite. Le jeu approche maintenant de la beta, qui devrait débarquer vers fin Mars. D'ici, voici les quelques changements qui pour nous vont être très importants :
- le manque de patate : on en était conscient dès les débuts, et on compte bien y remédier en changeant la quasi-totalité des armes, en augmentant la densité des ennemis et en donnant des comportements plus tricky à l'IA. Jusque la on se concentrait sur les features et le gameplay pur, mais avec la beta qui approche, on va s'attaquer au "juice" ;
- le système de "shop", qui donnera du sens à la monnaie du jeu et qui permettra notamment d'upgrader des items si on a été malchanceux au loot ;
- le fonctionnement des skills va être changé : il n'y aura plus de cooldown, les skills se rechargeront avec les kills (et plus rapidement avec des armes de corps à corps, qui vont recevoir un boost pour encourager leur utilisation) ;
- les boss vont changer : ils auront désormais des points faibles à détruire avant de pouvoir leur faire des dégâts, et il est possible que les boss puissent faire poper d'autres ennemis normaux ;
- et si on a le temps d'ici fin Mars, la sélection des niveaux va être plus touffue : on pourra utiliser la monnaie du jeu pour skipper des niveaux, et il y aura des niveaux "extra durs" un peu particuliers mais donneront des loots de niveaux supérieur (et donc des opportunités de prise de risque qui pourront être récompenser par du skip de level pour speedrunner).

Voilà pour le petit passage en coup de vent, j'essaierai de passer ici régulièrement, et si jamais vous avez besoin de plus d'infos, on traine beaucoup sur Steam et notre roadmap y est à jour (http://steamcommunity.com/app/400450/discussions/).

loki111
27/02/2016, 18h46
Hello !

Je viens seulement de repérer ce thread. :rolleyes: Je suis un des deux devs sur le jeu.

Tout d'abord, merci loki111 pour son animation !

Mais de rien.
ça me fait plaisir d'aider un projet que j'aime bien.


Pour répondre un peu à toutes les interrogations que j'ai pu voir, on a encore beaucoup de boulot pour arriver là où on souhaite. Le jeu approche maintenant de la beta, qui devrait débarquer vers fin Mars. D'ici, voici les quelques changements qui pour nous vont être très importants :
- le manque de patate : on en était conscient dès les débuts, et on compte bien y remédier en changeant la quasi-totalité des armes, en augmentant la densité des ennemis et en donnant des comportements plus tricky à l'IA. Jusque la on se concentrait sur les features et le gameplay pur, mais avec la beta qui approche, on va s'attaquer au "juice" ;
- le système de "shop", qui donnera du sens à la monnaie du jeu et qui permettra notamment d'upgrader des items si on a été malchanceux au loot ;
- le fonctionnement des skills va être changé : il n'y aura plus de cooldown, les skills se rechargeront avec les kills (et plus rapidement avec des armes de corps à corps, qui vont recevoir un boost pour encourager leur utilisation) ;
- les boss vont changer : ils auront désormais des points faibles à détruire avant de pouvoir leur faire des dégâts, et il est possible que les boss puissent faire poper d'autres ennemis normaux ;
- et si on a le temps d'ici fin Mars, la sélection des niveaux va être plus touffue : on pourra utiliser la monnaie du jeu pour skipper des niveaux, et il y aura des niveaux "extra durs" un peu particuliers mais donneront des loots de niveaux supérieur (et donc des opportunités de prise de risque qui pourront être récompenser par du skip de level pour speedrunner).

Voilà pour le petit passage en coup de vent, j'essaierai de passer ici régulièrement, et si jamais vous avez besoin de plus d'infos, on traine beaucoup sur Steam et notre roadmap y est à jour (http://steamcommunity.com/app/400450/discussions/).

ça me semble pas mal comme programme.
Et cela me rassure sur un point qui m'inquiétait vraiment (le manque de patate).

LoLoNATO
28/02/2016, 21h42
Merci pour les précisions, MrHelmut.

loki111
04/03/2016, 20h27
Alpha 20


New

Introduction of the "Forge" menu! You can now use scraps to create random rare items.
You can now "Boost" items to enhance their HP/EP/DMG in exchange of some scraps. This option replaces the "Share" option (which has been moved, see changes). Boosting items is still a bit rough (unbalanced), we will polish it in a future update.
There is now a "Repair" feature in the inventory. This has multiple impacts on the gameplay:
HP are not recovered after a level anymore;
if you finish a level with less than 25% of your max HP, you are automatically repaired up to this value;
repairing costs scraps, this cost increases if you repair multiple times in a row and is also higher as you progress;
you have a free repair after each level.

Changes

The Frostbite environment has been revamped, it now has more detailed graphics and less regular rooms AND ice is now slippy!
The Sewer environment has a bit more details
"Trash" action has been renamed "Scrap"
"Share" has been moved to the "Scrap" menu
Items EP now scale up with the difficulty (very slightly)

loki111
11/03/2016, 17h13
Alpha 21


New

Furnace environment and its conveyor belts!
New item names for rare items

Changes

Revamped nearly all weapons! New behaviors, sounds, and balanced all of this
Rampage now starts with a shotgun and Fortress starts with a rocket launcher
HP and EP have been rescaled for all equipments (more linear)
Difficulty scaling have been lowered (the game gets harder less quick)
A bunch of AI parameters have been tweaked
Loot drop rate tables have been modified and loot should be more balanced
The forge now has 100% chance to create a green item, 50% to create a blue item, and 25% to create a yellow item
Scraps costs have been balanced (it shouldn't be broken anymore)

Fixes

Fixes a bunch of bugged tiles in Frostbite, Sewer, and Sub
Fixes a crash while loading a Sewer level
Fixes bullet rotation after hitting a Fortress shield

MrHelmut
11/03/2016, 19h35
Plus rapide que l'éclair. :D On a commencé à bosser sur le game feel, vos retours nous intéressent beaucoup !

loki111
11/03/2016, 22h04
J'ai testé le dernier build pendant un bonne demi-heure.

C'est beaucoup mieux niveau feeling des armes: on a vraiment l'impression d'avoir un flingue puissant entre les pattes/bras/autres.
Idem pour les armes de mêlée: l'augmentation de leur puissance est appréciable.

Il y a deux points qui me chiffonnent toutefois.
Je sais que Neurovoider est plutôt prévu pour être jouer à 4 dans un canap', mais est-il prévu de laisser la possibilité de redéfinir les touches pour le joueur solo ?
Parce que autant le mappage sur le pad est pas mal autant celui du clavier/souris est perfectible (et comme je suis un Pciste convaincu, j'aime bien ce genre d'options).

Ensuite, la clarté des menus inter-niveaux, c'est loin d'être top. peut-être qu'une fenêtre plus grande en mode solo serait la bienvenue.

Voilà.

Pour le multi, je vais essayer de tester ça chez un pote qui a une grande télé (et essayer de rameuter du monde).

CruZer
12/03/2016, 12h23
marrant Furnace, ça me fait penser à la planète Mustafar (http://www.jeditemplearchives.com/galleries/2010/Review_MustafarPanningDroid/Review_MustafarPanningDroid_still.jpg) dans Star Wars Episode 3. :p

Le nouveau sound design est bien meilleur, bravo !

Pour rejoindre Loki, je me demandais si vous aviez l intention de faire quelque chose de plus...jolie pour la sélection des niveaux ? avec une image/animation montrant l'environnement et les robots qui se téléportent etc
Là je pense que c'est beaucoup trop sobre.

MrHelmut
12/03/2016, 14h59
Merci pour les retours !

Pour le mapping clavier, c'est clairement prévu mais pour l'instant on a le nez dans les features pour sortir la beta... Mais oui au clavier, il y a un souci.

Pour la selection des niveaux, on a prévu de revoir ca dans les toutes prochaines semaines, les temps de chargement et tips vont être déplacés dans un écran dédié avec une illustration de l'environnement, et quelques nouveautés vont arriver durant la sélection, comme la possibilité de skip un niveau ou d'avoir des niveaux spéciaux.

loki111
17/03/2016, 18h35
Annonce importante des développeurs sur le steam community (http://steamcommunity.com/app/400450/discussions/0/385428458166343126/) du jeu.


[DEV POST] NeuroVoider coming to Early Access on March 31st as it reaches Beta stage
Hello fellow voiders!

This is it, we are glad to announce that NeuroVoider is coming to Steam Early Access on March 31st and that this will mark the start of the Beta! (Beta v24, that's two updates away!)
We know that a lot of players were waiting for this moment to jump in, sorry for making you waiting!
On behalf of Florian and I (Thomas), we would like to thank the Community for the awesome support and countless feedback. We really enjoy working that way and will keep having an open-development approach.

What will change from the alpha?

Mostly nothing! Updates will still be released weekly, we will still interact with you on the forum, and there are still many contents to come (see the roadmap).
In fact, if you are on the alpha, the switch will be transparent and the most notable change will be that after "Alpha 23", the game will update to "Beta 24".
If you enjoyed the game so far and interacting with us, please consider leaving a review on the Steam page once the Early Access is available. This would greatly help us!
Please understand that with new players coming, we may be unable to interact with everybody. But be assured that we are still around and that dedicate time everyday to the Steam forum!

What kind of content is still coming before the Beta?

We are currently working on revamping the skill system and enhancing the boss fights!

What is the state of the game and what's planned?

Our roadmap is always up-to-date and there is also the Early Access FAQ available.

TL;DR: we are half-way done! The core gameplay is mostly there, and you can expect the content (bosses, enemies, weapons, environments...) to double by the final release!

What about the price?

The game will be priced 9.99€/$ for the whole duration of the Early Access and will never be discounted during this period.

We believe in sane Early Access to be a dedication to the Community and to avoid that anybody feel disadvantaged from jumping in a game early.

When will the game reach the final release and what will be the price?

Final release is expected by ~mid-summer. Price will be 13.99€/$.

loki111
18/03/2016, 18h34
Alpha 22


New

Elites enemies now have a chance to drop instant-repair packs! Drop chance is dependent to player's current HP (the lower the HP, the higher the chance) and repair packs will disappear if not looted fast enough.
Skills have been revamped! Half of the skills have been removed to introduce new ones:
removed skills: Lag, Rust, iddqd, WD64, Bouncing ball, Friendly Fire OFF, Hack, Gravity Push, Gravity Pull, Come at me bro'
new skills:
Trade-off: 150% more damages taken and dealt
Fast-paced: free dash
Extreme overheat: overheating also generate an explosion
Blueprint: see reactors on map
Jackpot: start with more scraps
Blade master: all looted weapons are melee weapons and use half the EP
Berserk: every melee attack give you a temporary invulnerability and return bullets
Telekinesis: barrels instantly explode
Null: no skill at all
Hardcore: you only have 1 HP but an increased EP regeneration
Unstable: you start every level with a random skill

Changes

Skills no longer have a cooldown time and now recharge by picking up crystals or by killing enemies (it depends on the skill)
Crystals are no more relevant to level completion, the main objective is now to destroy all reactors and the interface has been changed accordingly
Skill recharge bar is now animated when the skill is ready and displays the key to use it
The "destroy" label on reactors is now more visible / not affected by the ambiant ligthning anymore

Fixes

Fixes a bug that forced any rare items to be green
Fixes Time Stretcher skill duration not being the same has the displayed duration bar
Fixes some audio related issues on all platforms
Fixes the echo sound

CruZer
18/03/2016, 18h48
J'ai remarqué un "bug d'affichage" concernant le jeu à la manette 360, le jeu indique qu'il faut appuyer sur "LT" pour utiliser un skill actif alors que sur la manette il s'agit en réalité de "LB" (LT servant à tirer avec le "Gun1")

http://zupimages.net/up/16/11/ovie.jpg

Sinon , ça devient de plus en plus nerveux et les nouveaux skills ont l'air sympa.
J'ai hâte de voir la suite.

MrHelmut
18/03/2016, 19h10
J'ai remarqué un "bug d'affichage" concernant le jeu à la manette 360, le jeu indique qu'il faut appuyer sur "LT" pour utiliser un skill actif alors que sur la manette il s'agit en réalité de "LB" (LT servant à tirer avec le "Gun1")

http://zupimages.net/up/16/11/ovie.jpg

Sinon , ça devient de plus en plus nerveux et les nouveaux skills ont l'air sympa.
J'ai hâte de voir la suite.

Bien vu ! On corrige ça !

Il faut encore qu'on retape l'IA pour éviter certains travers des twin-stick shooter et on devrait être assez proche du game feel recherché (après un GROS coup d'équilibrage, bien entendu). La semaine prochaine, on va retravailler les boss fights pour être plus dynamiques.

Il y a une annonce à venir la semaine aussi: le jeu passe en early access à partir du 31 mars, date à laquelle on switchera en beta. Après quoi on aura encore quelques features à mettre en place (le nouveau système de choix de niveaux notamment) et surtout le contenu du jeu va doubler durant l'early access.

CruZer
25/03/2016, 19h29
Alpha 23


Changes
Boss battles have been reworked:
bosses now have an armor that must be destroyed before you can really damage them
to damage the armor, you will have to hit their weak spots
once the armor is destroyed, the boss shuts down and is vulnerable for a few seconds (during which it repairs its armor)
if the boss has fully repaired its armor before you destroyed it, it powers up again with a new weak spot to hit
depending on the boss phase, normal enemies may spawn to protect the boss (and it goes up to super-elites in the highest difficulty, particularly when the boss is vulnerable)
There is now 4 levels between each boss instead of 5
Most boss arenas have been modified to accomodate these changes (they got bigger)
Increased time between each explosion freeze
Trashing "other classes" items now trashes items with a different class from the one equipped (previously different from the class of the selected item)


Fixes
Fixes feedback panel background
Fixes level completion being glitched after a boss
Fixes Forge not dropping golden items

Edit : comme on le dit si bien sur YouTube : FIRST!!!

loki111
25/03/2016, 19h30
Edit: non rien....

loki111
29/03/2016, 19h11
Entrée de Neurovoider en Early Access sur Steam (http://store.steampowered.com/app/400450) !

Et pour fêter ça un trailer !


https://www.youtube.com/watch?v=cWpRHxze8bw

Gancko
31/03/2016, 16h24
Bon sang, j'hésite à le prendre...
J'aimerais me le réserver pour ma VITA. Mais aucun indice pour une éventuelle version sur cette dernière malheureusement...

loki111
31/03/2016, 18h52
Bêta 24 (hé oui plus d'alpha désormais)


New

Boss weak spots now have an outline to better spot them
The game will now display the controls upon your first game (this is temporary while we work on a proper tutorial, and players who played the alpha may see this message)
Added new variations to Furnace
Added new boss arenas

Changes

Switched to beta!
The game doesn't check anymore if a new version has released (every platform the game is on now has automatic update / notification)
Auto-loot is now activated by default on new save
Enemies are now differently affected by EMP depending on their size (the bigger the enemy, the shorter the EMP duration, down to 50% for bosses)
EMP is now working against bosses
The amount of scrap recieced from trashing items now depends on the number of player
Nuke and railgun super elites (red) damages have been halved
Hellfire weapon damage has been increased
Fortress shield now has an EP consumption of 100/sec (was 75)
Boss have been nerfed (they should be less aggressive and there should be less enemies spawing around)

Fixes

Fixes a couple of crashes when looting items
Fixes brain dash which was supposed to freeze enemies but wasn't
Fixes music volume changing by itselfs

Et ajout du lien vers le twitch des développeurs (https://www.twitch.tv/mrhelmut) dans le post d'ouverture.

- - - Mise à jour - - -


Bon sang, j'hésite à le prendre...
J'aimerais me le réserver pour ma VITA. Mais aucun indice pour une éventuelle version sur cette dernière malheureusement...

Pour l'instant, Flying Oak n'annonce le jeu que sur Windows, OS X, Linux, PlayStation 4 et Xbox One.
Désolé.

MrHelmut
31/03/2016, 19h35
On a vraiment pas d'info pour la Vita et la Wii U, donc je crains que ma réponse soit des plus classiques / langue-de-bois-esque : ça va dépendre de la réception du jeu.

Gancko
31/03/2016, 19h42
Merci pour vos réponses :).

loki111
08/04/2016, 18h52
Bêta 25


New

Level stats (size, difficulty & loot) are now hidden and must be revealed by using scraps (the 1st reveal is free)
You can now skip levels with skip tokens, but bosses are not skippable
Special levels will now appear (one per boss segment). These are extra hard levels but awards you with a skip token and extra scraps. Right now special levels are only more difficult, but in future updates they will have some perculiarities (e.g. a level which is about to auto-destruct, a level with nothing but elites, etc.)
Loadings now have a dedicated screen just after the level selection. The game previously streamed most the content to speed up loadings, but this was causing some issues, hence we moved loadings and made previews of the environment to come along with tips.

Changes

Boss arenas have been modified to be less tricky and new ones have been added
Berserk is now an active skill which recharges with kills
Fortress super-shield now consumes 87.5 EP/s (was 100)
Rampage special has a slightly better EP regeneration bonus
Core Special EP reduction bonus now has a range of 5%-30% (was 10%-50%)
Splash damages now have a minimum of 1 damage point if you are in the explosion radius (it previously could be 0 if the explosion was small enough)
A couple Transport items for the machine gun family have new sprites

Fixes

Fixes the feeling of choppiness when there is too many explosions
Fixes Core Special EP reduction for Rampage which was increasing the cost instead of lowering it
Fixes some loot and enemy sprites color / alignment
Fixes upgraded item refund not scaling with item upgrades

loki111
15/04/2016, 18h58
Bêta 26


New

Level reveal option has been replaced by a new feature called "Reboot RNG" which refresh the level selection at the cost of scraps. Rebooting the levels has a chance to produce level stats above their maximum of 5, and it keeps increasing if you reboot them more than once per level. This also affects special levels.
Special levels now have unique peculiarities which can be of the following:
Self-destructing: a countdown will appear and the level must be finished before it reaches 0 (the time is dependent of the level size)
Super-Elites everywhere: nothing but red enemies will populate the level
Pitch black: the level will have no lights (though enemies and bullets emit light)
Special levels always have their stats maxed out (size, loot & difficulty)

Changes

The level reveal system has been removed (and replaced by the reboot system described above)
The default weapons of each classes have been changed, they now all start with an Auto-Gun and the following:
Dash: Cutter
Rampage: Shotgun
Fortress: Rocket Launcher
Rampage can now move while using its special and also has a 30% movement speed bonus
Skipping a level doesn't increase the difficulty anymore
Scraps bonus for completing a special level has been increased by 50% (it scales up with the difficulty)
Mini-map has been removed from left stick buttons and added to the B button (and it is still available with the Back button)
Boss fights:
Bosses now drop 6 to 12 items per players (was 2 to 5 before)
More small enemies will spawn, but they now drop repair packs
Crystals dropped have been increased
All classes now have the same movement speed (based on the Dash speed)
EMP duration has been increased on elites and bosses
The hole design of the Lab and Sub environments has been changed to be more visible
Enemy bullets will now always be drawn above any other bullets or explosions
The Unstable skill has been changed to avoid the following skill: Jackpot, Loaded, Hardcore, Repair.All (only if solo), Reboot Sequence (only if solo)

Fixes

Fixes the shadow of a Transport sprite
Fixes having more than one special levels per boss phase (should be limited to 1)
Fixes wall being invisible during boss intro when there is no light
Fixes Fortress shield dealing damages to players and enemies
Fixes lasers using 2x more EP when using the Rampage special
Fixes drop names alignment for players 2 & 4

Yemmeth
15/04/2016, 20h14
Level reveal option has been replaced by a new feature called "Reboot RNG" which refresh the level selection at the cost of scraps. Rebooting the levels has a chance to produce level stats above their maximum of 5, and it keeps increasing if you reboot them more than once per level. This also affects special levels.

Pas plus mal, le précédent système ne donnait pas envie d'utiliser des scraps pour ça :)

MrHelmut
18/04/2016, 22h31
On a eu beaucoup de chaud et de froid sur ce système. Certains joueurs y voyaient du management de scraps à faire, d'autres que le jeu devenait trop luck-based. Donc est reparti sur un système clair, optionnel, et d'avantage pour les joueurs avancés.

Cette semaine on refait le boost d'item et quelques autres ajustements.

loki111
22/04/2016, 18h47
Bêta 27




Roadmap

Uh oh! It's update Friday!
This week, item Boosting has been changed. It should now be more relevant and useful for all types of items.
Next week update will have a more fine tuned Boost, and a new environment! We'll also work on the difficulty.

New

If your computer is not compatible with the game or if files are corrupted, the game will try to display a comprehensive message to tell you what went wrong

Changes

Transport "recoil reduction" property has been replaced by an overheat reduction property
Many changes to the item Boost system:
you can boost an item 5 times
the cost for boosting increase at each new boost
boosting can now enhance most of an item properties (and no longer only HP or EP)
the higher the boost stage, the higher the values (e.g. first stage of a Transport will only slightly increase HP, but the fifth stage increases HP, Speed and Overheat at once)
dropped items are a bit less powerful now, but boosting items is a bit cheaper and more powerful
scraping boosted items will now refund you for half the scrap spent in upgrades
Reboot RNG now also reboots special levels peculiarities and increase the scraps bonus
Scraping items when playing in multiplayer gives more scraps (to compensate the number of players over the loot quantity)

Fixes

Fixes restart crashing the game
Fixes upgrade costs which were inverted for all parts
Fixes level properties bar color when a property goes behind 6
Fixes max HP and EP not updating correctly in the inventory recap when boosting items
Fixes some number rounding issues when comparing items
Fixes current HP not scaling if an item is boosted and increases the max HP

loki111
29/04/2016, 21h25
Bêta 28


New
New Station environment, watch out to the EMP barrels, they drain your EP
New music tracks from Dan Terminus: "Heavy Artillery" (boss music) and "Tuned to a Dead Channel" (Station environment)
The game now has a proper main menu (locked menus are not yet implemented features)

Changes
Changes to the difficulty and how the game scales enemies and items generation:
difficulty scaling is now exponential instead of linear, which means that the game gets harder less quickly in its first loop, but NG+ will get challenging way more faster past second loop
bosses HP have been greatly reduced (we'll rework the AI in the future update)
items generation also uses an exponential model, which means that numbers (inc. boosting) should be progressive, instead of being the same no matter the progression
Auto-loot option has been removed, auto-looting is now always enabled, even in multiplayer (we are working on a new loot fightning feature)
Frost barrels in Frosbite now have 0 damage and only freeze

Fixes
Fixes yet another "desactivate" typo
Fixes boost table for item EP which was using values lower than what they should be
Fixes Steam overlay on OS X El Capitan
Fixes game not working on some x86 Linux

loki111
06/05/2016, 22h03
Bêta 29


New

Nemesis system: the last enemy who killed you will come back in the same level as a buffed elite and will drop all your previous equipped items
Save files have been moved to a different folder (it previously was the game folder, and don't worry, the game will try to move you saves automatically):
Windows: "%USERPROFILE%/AppData/LocalLow/Flying Oak Games/NeuroVoider"
OS X: "~/Library/Application Support/Flying Oak Games/NeuroVoider"
Linux/SteamOS: "~/.neurovoider"
Steam Cloud has been enabled to sync these folders
The main menu is now mouse controllable (in-game menus will be added as we go)
While in the inventory and low on HP, robots will generate smoke and sparks
HP bars now have a residual white part indicating how many damage were taken
Repair amount when looting repair packs is now displayed in the loot list


Changes

The first Reboot RNG per new game is now free
Enemies killed by melee weapons now loot 1.5x more crystals and/or recharge skills 1.5x faster
Scraps requirement and items scraping value are now exponential and values are proportionally equals to the rarity of items
While equiping Vision items, the "power" bonus to skill will now be displayed as what it impacts on the equiped skill (e.g. duration enhancement, strenght enhancement, etc.)
Brain sprite have been updated to be a bit bigger and look more like a brain


Fixes

Fixes rare weapons boost not scaling to the correct weapon damages (it is now higher)
Fixes some spawn position in the Sub environment where players could spawn in holes
Fixes file corruption of the Stats file (hopefully)

loki111
13/05/2016, 16h40
Bêta 30


New

Introduction / tutorial level
Option to replay the tutorial in the settings

Changes

The no text animation option has been removed (temporarily)
Updated the loading bot

Fixes

Fixes boss weak spot breaking without going invulnerable because of DOT weapons
Fixes a potential crash if the Nemesis file is corrupted
Fixes brain walking animation when moonwalking

CruZer
13/05/2016, 17h45
Sympa le petit "FAT.32", enfin ça fait le taf du tuto quoi, je vois que les phases de polish apparaisse.
Sinon au niveau du lore :
C'est donc l'humanité détruite par les machines à part ces 4 cerveaux, les armes inventés par les humains aussi je suppose (pourquoi FAT.32 te propose de prendre du stuff de robot alors ?)

PAR CONTRE

Coup d'gueule, je n'arrive même plus à passer le premier boss depuis la refonte d'il y a quelques semaines, entre les weak spots, les sbires qui apparaissent, et se faire tirer de tous les côtés sur une petite surface comme ça de déplacement c'est chaud, vraiment.

loki111
17/05/2016, 18h42
Bêta 31


New

Difficulty options to choose when starting a new game:
Arcade (easy): enemies have less HP, do less damage, are less aggressive, and drop more repair packs
Rogue (normal): the base experience, similar to previous updates
Voider (hard): enemies have more HP, do more damage, and are more aggressive


Fixes

Fixes some error handling (the game should more precise when it detects hardware problems)
Fixes special level being generated twice per boss section if the tutorial is enabled

loki111
27/05/2016, 18h53
Bêta 32


Changes

Fortress shield EP consumption is now a multiplicative value of your EP regeneration (x1.5 without considering Core bonus), this fixes an issue where the shield could be held forever with enough EP regeneration
Item bonus to stats (e.g. Skill power, Skill recharge, Special cost, etc.) now scale with the progression (e.g. before the first boss, stats should be about 1-10%, while end-game bonus should be near 15-25%)


Fixes

Fixes Steam Cloud not working
Fixes a crash when exiting from the tutorial level with the pause menu
Fixes boss health bar appearing in tutorial level
Fixes tutorial level being pitch black is a game over occured during a pitch black level
Fixes a few glitched pixels appearing after selecting a skill in the skill selection menu
Fixes robot always being damaged in the inventory menu when using the hardcore skill
Fixes a couple Furnace lava tiles and Frostbite/Station colliders

loki111
28/05/2016, 17h09
Arrivée des cartes steam !

http://tof.canardpc.com/preview2/3b8f961e-0ec0-4d5b-90e0-1240e2486c99.jpg (http://tof.canardpc.com/view/3b8f961e-0ec0-4d5b-90e0-1240e2486c99.jpg)

Rom1
28/05/2016, 17h25
C'est le jeu des 7 différences ? :ninja:

loki111
03/06/2016, 17h59
Bêta 33

La redéfinition des touches est disponible !


New

Keyboard / mouse remapping
You can now choose to display Xbox or Playstation buttons in the settings (it replaces the keyboard layout selection, which was not relevant anymore)
The introduction level can now be skipped in the pause menu
FAT.32 will now explain to you what items are during the introduction level
You can pause and restart / exit in the level selection screen (we will also add this to the inventory in a future update)

Changes

The default keyboard / mouse mapping has been modified to something (hopefully) a bit more universal (it's hard to find good controls that fits every keyboard / people, but there's remapping now =)
Buttons for skipping level and rebooting rng have been swapped
Forge gamepad button has been changed to X / Square
Feedback are disabled in this build due to broken non-qwerty keyboard detection, it will come back soon
The "echo" is now disabled when playing in single player
Controls in the pause menu have been simplified / cleaned (the loot button has been removed since it is now always auto, and the echo has been removed too from single player)
Tips are now hidden in the pause menu while in the introduction level to avoid any overlap with FAT.32 explanations
Renamed "GUN.1" & "GUN.2" to "GUN.L" & "GUN.R" to better match the default controls mapping (left/right click/triggers)

loki111
10/06/2016, 23h34
Bêta 34


New

You can now set a custom seed to create and share unique game. A unique seed will always generate the exact same levels, enemies, items, etc. so you share and compare your score with your friends or online.
The seed of your current game will be displayed on the game over screen as well as in the pause menu

Changes

A lot of NeuroVoider's internals have been updated to shiny new bits, this fixes a bunch of issues:
seamless 32/64bit support
better OS X & Linux support
the game will not warp your mouse when using windowed modes
the window is now properly centered when using windowed modes
better fullscreen & windowed modes (the "fullscreen mode" options is back in the settings and allows you to use the classic fullscreen mode, or a false borderless mode)
better 4K & Retina support
fixes any mouse issue on OS X
keyboard mapping now respects the language of your keyboard
new gamepad drivers which should fix gamepads on all OS (check the forum to know if your gamepad is supported and how to help us add it if it's not there)
loading are now properly multi-threaded and will not micro freeze anymore
fixes crashes related to HOTAS and exotic controllers

Fixes

Fixes the feedback panel
Fixes a possible crash when dropping crystals during boss fights
Fixes a few button placement in the inventory UI

loki111
17/06/2016, 20h08
Bêta 35


New

Interrupt & resume your game (only for solo games)
You can now access the pause menu in the inventory and the skill selection screen
The quick restart option has been removed from the pause (it was misleading and not compatible with the save system)

Changes

Because of the pause menu being accessible everywhere now, "start" is no more the button to be ready in the inventory, it is now X (Square) on Gamepads (keyboard/mouse not affected)

Fixes

Fixes a crash related to some gamepads unable to init rumble support (e.g. Logitech F710, F310)
Fixes an abnormal memory consumption if restarting a game from the pause menu
Fixes resolutions order in settings menu
Fixes a bug where the AI couldn't see the player in the lower part of a level if the map with vertical

CruZer
19/06/2016, 20h20
Sympathique cette option pour reprendre une partie laissée en cours, bon après perso mes runs sur NeuroVoider ne dure jamais bien longtemps :ninja:*rires dans la salle* (c'est ce qu'il faudrait pour Enter The Gungeon d'ailleurs, c'est horrible d'avoir un bon run de 45mn sans pouvoir l'interrompre).

Le jeu prend vraiment une bonne forme, je trouve encore un peu l'IA rigide (ça fait très survival) et le sound design assez léger (des sons quand les joueurs se font toucher seraient pas mal) mais c'est vraiment cool, surtout tout l'aspect Hack'N'Slash.

Etant donné que le jeu prend toute son ampleur en coop je pense vraiment (sachant que Thomas zieute ce topic) que vous devriez penser à du multijoueur en ligne (*bruits d'éclairs en fond*) toujours en plus du local coop hein. :XD:

Je sais que le jeu est pensé façon soirée pizza/bière/canapé mais bon ça restreint aussi la populace qui jouerait en multijoueur. :(
C'est vraiment pas donné à tout le monde d'avoir le nombre de pads qu'il faut pour y jouer à 4, que ce soit sur PC ou sur console (zetes déjà aller chez quelqu'un qui à 4 pads pour sa ps4/xbox1 vous ? :p)

MrHelmut
20/06/2016, 19h45
Etant donné que le jeu prend toute son ampleur en coop je pense vraiment (sachant que Thomas zieute ce topic) que vous devriez penser à du multijoueur en ligne (*bruits d'éclairs en fond*) toujours en plus du local coop hein. :XD:


200% d'accord, mais ( :-| ), c'est très probablement l'aspect le plus fastidieux à mettre en place... Pour l'instant on se concentre sur finir le core game avec les modes daily runs, si online il y a, ce sera après la sortie (et je ne peux rien promettre de 100% sur, ni de délais, tant le chantier est vaste).

Merci pour les retours ! Cette semaine on bosse sur l'IA et les boss, et peut être de nouvelles armes / ennemis.

loki111
25/06/2016, 15h26
Bêta 36


New
Grenade launchers now have their own sprites (they were using the shotgun ones as placeholders), parts and enemies with the same design will follow next week



Changes
Railgun enemies & items sprites have been updated (their old sprites will be used for a new weapon family)
Flame thrower enemies & items sprites have been updated (their old sprites will be used for a new weapon family)
Repairing between levels is now a bit cheaper
The nemesis will no longer have the ! icon above its head when it notices you so that you can clearly see its nemesis icon
Dropped items list visibility has been enhanced and use the rarity color code instead of the player's color
More repair packs will drop on Arcade difficulty
Changes to bosses:
Close range (pink) enemies won't spawn anymore during boss battles
The number of enemies spawning during boss battles are been reduced
Grenade launcher has been removed from bosses
Bosses will not use their full set of patterns from the very first boss, it is now progressive (first boss has few patterns, while the last one will have all of them)
Changes to enemies:
Rocket launchers are now less agressive and deal less damage (this should avoid to be ganged too hard)
Small shotguns and small railguns are now less agressive
Most elites and mini-boss are now more agressive (except mini-nuke and railgun, these are already tough enough ^^)
Changes to skills:
Active skills now have a triggering animation as well as when they are ready
Most skills recharge requirements have been nerfed
Jackpot now gives 10% more scraps when scraping items instead of giving a one time bonus at the start of the game (and is affected by Visor skill bonus stats)
Loaded has been replaced by a new skill called Mechanic which makes repair packs to give more HP (and is affected by Visor skill bonus stats)
Fast-paced has been replaced by a new skill called Bullet Wiper which suppress all enemy bullets within a range

Fixes
Fixes a few colliders in the Lab environment
Fixes some misaligned boss part outlines
Fixes a crash during resuming if there is nothing but "new" items in the inventory
Fixes pause menu having an invisible option when playing with a gamepad

loki111
02/07/2016, 16h51
Bêta 37


New

New weapon category: the Disk Guns
New enemies: grenade launchers and disk guns
Steam version now requires that Steam is launched and logged in (but works offline, of course)
There is now a better feedback when players are hit
Hot gamepad plugging/unplugging is now supported
Shocker weapons have new unique sprites
Laser weapons have new unique sprites

Changes

The Bullet Wiper skill has been enhanced to correctly counter rockets (it nulls splash damages) and will clear bullets for 500ms instead of being on just one frame.
Shotgun and rocket launcher weapons have updated sprites
Explosive bullets (e.g. grenades, rockets) now blink
Frag bullets (e.g. plasma bomb) now have an animation to warn you
Railgun bullets are now a bit bigger / visible
Explosive barrels HP have been reduced
Flame throwers damage over time will start to hit at the moment of impact, and no more once the hit "charged" (TL;DR; flame throwers don't "lag" anymore)
Flame throwers hit sound will now be limited to few times per second to avoid heavily repeated sounds


Fixes

Fixes railgun enemies having their warning laser even if impaired by EMP
Fixes possible crash when plugging a gamepad while the game is running

loki111
03/07/2016, 10h29
Choca a fait une vidéo sur le bêta.


https://www.youtube.com/watch?v=Z8HMyG0ZZTM

CruZer
08/07/2016, 18h40
loki111 est parti faire caca
Je post le patchlog de cette semaine à sa place


New
/!\ Spoiler alert /!\
The final boss has been added, it only is the first part of the fight for now, the second part will follow in the next update

Changes
Game logo and title has been updated

Fixes
Fixes Bullet Wiper skill range being twice larger as it should be
Fixes black screen on Intel GPU if the option -hideVersion is used

loki111
15/07/2016, 23h20
Bêta 39


New
More room variations have been added to the Lab, Sewer, and Frostbite environments (more to follow)
Furnace treadmills have been modified to not go through multiple screens
/!\ Spoiler alert /!\
The final boss is now fully implemented

Changes
The inventory and build selection interface are now centered if playing solo
FAT.32 bleeping sounds have been modified to be less squeaky

loki111
22/07/2016, 18h22
bêta 40


New
The Robot Primer: you can now access a little help book in the inventory pause menu to learn the basics
FAT.32 will now briefly explain you the level selection screen and the inventory screen if the tutorial is enabled
Brains now leave a colored trail to be better seen when playing with friends
Most environments have more room variations

Changes
Fortress and Rampage classes now have 20% smaller hitboxes (does not apply to enemies)
Dash class dashing distance has been enhanced by 25% and its graphical effect has been changed
The Forge menu have been move to the Equip menu (was previously in the Recap menu)
The Repair menu is now where the Forge was, and is no more a tab (this should make it more visible and accessible)
Patterns where bosses fire all their weapons at once have been removed
Sub environment now generates level with less straight hallways
Furnace environment now generates level with more reactors
Self-destruct levels now have extra time depending on the game progression to compensate the difficulty
Shotguns range have been slightly reduced
Super-elite (red) and Elite (yellow) enemies are slightly more aggressive now
Elite enemies have a maximum of 10 minions now (was up to 30 before)
Champion (blue) packs now have a maximum size of 8 enemies (was 12 before)
"Difficulty" in the level selection screen has been renamed "Enemies" (this parameter impacts the elites occurrence, and the word "difficulty" was misleading in that regard)

Fixes
Fixes the annoying flame thrower hit sound on bosses
Fixes loot names displayed during gameplay sometimes being diffirent from their inventory names
Fixes duplicated loot (if it still happens, it's pure luck now) /!\ This fix breaks seeds compatibility (e.g. a seed from before Beta 40 will not generate the same game after Beta 40)
Fixes Classy Loot skill keeping the stats of the original class (e.g. a Fortress item converted to Dash was still having the Fortress stats)
Fixes FAT.32 dialog skip buttons not respecting preferred gamepad buttons setting

loki111
24/07/2016, 18h55
Une interview des créateurs sur joypad.fr (http://joypad.fr/interview-sur-neurovoider-une-production-estimee-a-7-777-pizzas-et-beaucoup-de-cafe/)

loki111
29/07/2016, 16h41
Bêta 41

Arrivée des daily runs !


New

Daily run mode and online rankings (please mind that this is absent from the itch.io build, for now)

Changes

MacOS and Linux versions now uses Mono 4.4 (instead of 4.0.2), this should make them slighty faster and reliable
The game doesn't pause anymore if the window doesn't have the focus
Tunnels transparency has been improved to better see enemies and blinking lights indicating a tunnel have been made more visible

CruZer
29/07/2016, 16h55
"Dev. Nosifone - 120%"
LELWAT ? :p

Bon 3ème mondial pour l'instant (N1FLOMAN) :cigare:
Le second boss m'a ramoné l'fion, un gros sac à PV. :O
J'ai vu un niveau généré aléatoirement ridicule, jsuis arrivé dedans, j'avais juste à péter le générateur en face de moi pour me TP :rolleyes:

MrHelmut
03/08/2016, 22h50
"Dev. Nosifone - 120%"
LELWAT ? :p

Bon 3ème mondial pour l'instant (N1FLOMAN) :cigare:
Le second boss m'a ramoné l'fion, un gros sac à PV. :O
J'ai vu un niveau généré aléatoirement ridicule, jsuis arrivé dedans, j'avais juste à péter le générateur en face de moi pour me TP :rolleyes:

Haaa, c'est toi N1FLOMAN. :beer:

loki111
05/08/2016, 19h21
Bêta 42


New

Stats menu (note that before Beta 42, the game was already tracking some --but not all-- stats since Alpha 1 and since Beta 42 the game assume any previous stats to only be from the Rogue mode, since the mode wasn't tracked until now; if you wish to go with a clean slate, erase the Stats file in your save folder)
You can now visualize the boosted part of items when comparing them
There is now a skull blinking next to the inventory ready button when the next level is a boss level

Changes

Most user interfaces have been clean up and are now final
You must now hold the ready button for about 1 second when getting ready in the inventory (this should help to avoid getting mistakenly ready)
The Emergency Teleportation skill has been modified to teleport you to a previously known position instead of a random one (the position distance is impacted by Visor bonus)
If you are Steam friend with a DEV, his rank will be displayed in the Friends daily run leaderboard instead of the "DEV" label

Fixes

Fixes daily run leaderboards showing wrong skill icon for the Classy Loot, Hardcore, Safety Battery, Reboot Sequence, and Mechanic skills (this fix is retroactive)
Fixes Reboot RNG not working if the player has the exact amount of scrap required, even if the free reboot hasn't been used yet
Fixes a typo in the daily run how-to
Fixes daily run game overs counting as a Nemesis point and overriding normal game Nemesis

loki111
10/08/2016, 18h48
Neurovoider sort de l'early access le 31 août prochain.
Et le prix va passer de 9,99 € à 13,99 €

Source (http://steamcommunity.com/games/400450/announcements/detail/582474175925154540)

Rom1
11/08/2016, 00h36
Et alors au niveau feeling des armes et patates des impacts? Y a du mieux?

loki111
11/08/2016, 09h44
Après mes quelques parties de ce week-end, j'ai constaté une nette amélioration.
On sent bien la différence entre un fusil à pompe (enfin sa variable dans le jeu) et une mitrailleuse.
C'était loin d'être le cas dans les premières bêtas.
L'ajout d'autres types d'armes (Laser, Lance-flammes...) est appréciable.
De même, tout le système de customisation du robot a gagné en clarté et est assez jouissif à utiliser.

loki111
12/08/2016, 18h30
Bêta 43


New

Boss health bar is now dynamically changing its position depending on where the action is to enhance boss fight readability
There is now an indicator to tell you the direction of boss weak spots if they are out of sight
New option to display the current run time and progression while you play or are in the inventory (default is set to display it only during daily runs)

Changes

Railgun laser warning is now flashing red and will blink shortly before they fire
Enhanced readability of boosted items comparison for colorblind players
More robust and faster daily run score upload

Fixes

Fixes tab navigation in the daily run menu when using more than one gamepad
Fixes a rare crash when trying to save a game
Fixes a rare crash occurring when the camera tries to go outside of the map bounds
Fixes a crash happening when players have non ascii characters in their name when displaying the daily run scores
Fixes scaling issues with some resolutions (e.g. difficulty settings are not overlapping anymore and the mouse isn't acting weird in menus)

CruZer
23/08/2016, 18h49
Bêta 44, la dernière avant la sortie du jeu le 31 août.



New
Credits screen :-)
There is now visual indicator to show that you are doing your daily run

Changes
Revamped the player selection screen
The free repair after each level has been removed and replaced by an automatic 25% repair
It is now possible to play with a keyboard and mouse combo even if 4 gamepads are plugged (should fix issues on Linux and ghost devices)
In-game feedback system and version viewer have been removed with the coming release
Forged items don't scale with the player count anymore (fixes an exploit to generate scrap)

Fixes
Fixes main menu outlines having too long/short lines with some resolutions
Fixes tutorial being pitch black if the previous game has been interrupted during a pitch black level
Fixes black screen on some Intel GPU
Fixes a few colliders and map layering
Fixes legacy stats tracking stacking up after each game launch


Je rappelle que le prix du jeu augmentera à la sortie, si vous voulez l'avoir à 10 balles c'est maintenant.

loki111
26/08/2016, 00h04
Interview faite à la Gamescom 2016


https://www.youtube.com/watch?v=RlF4Ji_AZZA

loki111
29/08/2016, 20h10
NeuroVoider - Deluxe Upgrade (http://store.steampowered.com/app/521010/)

Contient:



The Wrath of Code soundtrack by Dan Terminus (courtesy of Blood Music), MP3 (320kbps) / FLAC (lossless quality)
10 early prototypes of NeuroVoider, including test builds, early mockups, and even a very early Android prototype which was canned
48 minutes of video commentary of the prototypes
Several exclusive wallpapers

Yemmeth
29/08/2016, 20h46
Yep, d'ailleurs je ne sais pas si c'est parce que j'ai acheté la version Bêta sur itch.io ou pas, mais Steam me l'a téléchargé dans l'après midi (presque 3 gigots tout de même).

Si ce n'est pas un bug, c'est un joli cadeau pour les "backers" de la première heure ;)

CruZer
29/08/2016, 21h21
Yep, d'ailleurs je ne sais pas si c'est parce que j'ai acheté la version Bêta sur itch.io ou pas, mais Steam me l'a téléchargé dans l'après midi (presque 3 gigots tout de même).

Si ce n'est pas un bug, c'est un joli cadeau pour les "backers" de la première heure ;)

Non ce n'est pas un bug, ceux qui ont acheté le jeu à l'époque sur le site officiel avant de pouvoir le faire sur Steam (donc avant la sortie de l'early access/beta) reçoivent la deluxe upgrade gratuitement.

Yemmeth
29/08/2016, 21h30
Non ce n'est pas un bug, ceux qui ont acheté le jeu à l'époque sur le site officiel avant de pouvoir le faire sur Steam (donc avant la sortie de l'early access/beta) reçoivent la deluxe upgrade gratuitement.

Très joli cadeau alors !

KiwiX
29/08/2016, 22h16
A noter qu'il est moins cher sur dlgamer en ce moment : http://www.dlgamer.fr/telecharger-neurovoider-jeux_pc-p-31006.html

9,99 au lieu de 13,99 sur steam.

CruZer
31/08/2016, 16h20
Ça y est, NeuroVoider en 1.0 (version 45) il sort plus tard de son accès anticipé dans la journée


New
Steam Achievements!
4 new families of equipments! (that's about 72 Visions, 24 Cores, 20 Transports, and 96 Weapons skins)
4 new families of weapons! (16 totals)
Phasers
Bio guns
Missile launchers
Burning shotguns

Changes
All boss sprites have been updated
New words have been added to the item name generator
The Reboot RNG bonus limit is now 5 instead of 2
The free 25% repair feedback when arriving in the inventory has been enhanced
The "Enemies" level stats has been renamed to "Elites" and FAT.32 will explain you a bit more what it is during the tutorial
Grenades and Disks now explode on contact with Reactors and Chests
Furnace now has some heat particles
Changes to classes (mostly to make them more efficient):
Dash special EP consumption is now 25% of max EP (was a fixed 35 EP before; this should allow the Dash to Dash more often and get better boost from items)
Rampage special cooldown has been reduced down to 200ms (was 500ms)
Fortress special EP consumption has been increased so that a perfect build won't have infinite shield
Difficulty changes:
Arcade: no railgun or close range enemies will spawn before the first boss
Rogue: no railgun enemies will spawn during the first level
All modes: railgun enemies will no more spawn during boss fights
All modes: boss HP have been reduced by 15% and the time to repair its armor has been increased to 14sec (was 12sec)
All modes: repair packs should now drop more often and starting from any amount of HP following a cubic curve; repair packs are also now limited to 4 at the same time
Changes to weapons:
Disk packer has been remade
Fat Shotgun has a better range
Long Flame Thrower has a small spread and fires more bullets
Hellfire has a lowered EP consumption
Mini-Nuke and Holy Grenade Launcher have a lowered EP consumption and a lowered cooldown
Grenade Launchers range and bullet speed has been increased
Plasma Bomb spread is now fixed and not random
Rocket Launchers have a lowered cooldown
Electrical weapons' arcs are more visible
Changes to skills:
All skills: it is now clearly shown in the inventory which properties of a skill Visor items should impact
Passive skills: most passive skills are now impacted by Visor stats (exception to Classy Loot & Blueprint)
Hardcore: HP is now limited to 25% of the max instead of 1 HP (also, repair not allowed)
Extreme Overheat: radius and power has been significantly increased
Bullet Wiper: crystal cost has been reduced to 15 (was 25)
Energy Surge: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
Rampage: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)

Fixes
Fixes grenades physics sometimes feeling off
Fixes daily run indicator disappearing when a level is complete
Fixes blue player tube being glitched in the tutorial
Fixes first level always ending on a game over if the game has been finished just before with the non-looping ending
Fixes the background of the Station boss arena
Fixes some boss weak spot outlines being clamped
Fixes fragmentation weapons not showing all frag bullets

Les succès Steam, des nouvelles armes, des nouveaux skins, des nouveaux ennemis.

loki111
31/08/2016, 22h22
Trailer de lancement !


https://www.youtube.com/watch?v=G8WZvqw_8qk

Rom1
31/08/2016, 22h53
Hâte de lire vos retours. J'suis à fond dans Nuclear Throne en ce moment, et un peu de variété me ferait pas de mal :D

loki111
02/09/2016, 18h58
Changes

The game no longer check the version of save files (unless the save comes from a pre-v46 version); If we make breaking changes in the future, we will detail this in patch notes
All frag weapons have been rebalanced (for both players and enemies)
All DPS and EPS calculation has been remade to fix an issue with frag weapons (which should now behave consistently and be more powerful)
Boss & enemies HP scaling have been smoothed (HP will increase less with progression and difficulty), especially on loop 2+
Repair packs drop rate has been increased in Rogue mode
Voider mode has been slightly nerfed
"Missile Shotgun" has been renamed to "EX8 Missile" (it was too long and some weapon could overflow the UI)
Flame Shotgun bullets are now bigger

Fixes

Fixes a crash when trying to load a save which was made during a menu (this bug could also make the game to go to the build selection instead of resuming the game)
Fixes HP being fully restored if resuming a game saved during a level
Fixes a few colliders in Frostbite and Sub
Fixes Flame Throwers and Bio Guns having wrongly calculated damages over time (sorry, Flame Throwers are no more OP :D)

loki111
09/09/2016, 18h57
Mise à jour 47


Changes
Daily run is now limited to 100% score
Crystals or kills acquired while a skill is being used now count in the recharge of the skill
Bosses with lateral rocket launchers have been removed
The game will now automatically pause if a gamepad is unplugged or run out of battery
Gamepad and keyboard buttons will now be automatically hidden if there is no gamepad or if you start a game only with gamepad(s)
All button prompts have been remade to be more faithful to their correct input symbols
Settings are now saved to the "Settings" file and are human readable/editable (the old file "UserPreferences" will be automatically converted and deleted)

Fixes
Fixes an extremely rare freeze which could happen during boss fights
Fixes a very rare crash related to AI threading
Fixes a crash occurring if a gamepad is unplugged in the menu and leaves an empty slot behind two other gamepads
Fixes enemies getting blocked by walls and made player movements smoother against walls as well
Fixes a rare crash if by any chance players or enemies got out of bound of the map (looks impossible, but we had a couple crash reports related to this)
Fixes game over screen tracking old / empty stats for best scores
Fixes progression indicator not showing the correct % in the inventory
Fixes auto-repair duration getting longer as your max HP increase
Fixes "best progression" stats on the game over screen stacking up instead of overriding the previous best (unfortunately this breaks your best score, unless you delete the Stats file)
Fixes skill being fully recharged after resuming a saved game
Fixes stats menu showing wrong tabs when PlayStation inputs are selected

- - - Mise à jour - - -

Quelques tests

Gamekult (http://www.gamekult.com/jeux/test-neurovoider-SU3050543439t.html#pc)
Factornews (http://www.factornews.com/test/neurovoider-page-1-42175.html)

Kompre
14/09/2016, 15h53
Il n'y a vraiment pas eu beaucoup de tests ! Snif ... J'ai encore un peu du mal a decide de franchir le pas. J'adore Nuclear Throne, mais Enter the Gungeon m'a moyennement plu au final (trop lent), et Starward Rogue est sympa mais trop bullet hell pour moi (comprendre: je suis trop nul). Bref, je sais pas si quelqu'un veut partager son experience sur Neurovoider. Le jeu a l'air super allechant depuis la beta.

Une question qui voudrait dire auto-buy: existe-t'il sans DRM pour que je joue sur mon laptop pro quand je suis en deplacement pour le taff ?

loki111
14/09/2016, 16h07
Il n'y a vraiment pas eu beaucoup de tests ! Snif ... J'ai encore un peu du mal a decide de franchir le pas.

Il y aura un test dans le prochain Canard Pc qui sort demain.


J'adore Nuclear Throne, mais Enter the Gungeon m'a moyennement plu au final (trop lent), et Starward Rogue est sympa mais trop bullet hell pour moi (comprendre: je suis trop nul). Bref, je sais pas si quelqu'un veut partager son experience sur Neurovoider. Le jeu a l'air super allechant depuis la beta.

Neurovoider s'éloigne pas mal de Nuclear Throne.
Il est pensé pour le multi-joueur en local et est moins frénétique.
La gestion de l'armement/équipement est beaucoup plus poussée (à côté, Nuclear Throne est basique).
Pour vaincre les boss, il faut penser son équipement en amont (trouver les armes les plus adaptées et leur coller des améliorations)


Une question qui voudrait dire auto-buy: existe-t'il sans DRM pour que je joue sur mon laptop pro quand je suis en deplacement pour le taff ?

Il est vendu sur Itch.io (http://flyingoakgames.itch.io/neurovoider) sans DRM et avec une clé Steam.
C'est là que j'ai acheté ma version au début du développement.

Kompre
14/09/2016, 17h18
Ah super merci ! Que des bonnes nouvelles ! J'ai hâte de lire l'avis de cpc !

loki111
23/09/2016, 18h48
Mise à jour 48


New

Mouse controls added to all menus

Changes

Exploding barrels damages has been reduced by 33%
3rd boss aggressiveness has been reduced by 20%
Bosses aggressiveness won't scale with loops anymore
Self.Repair() now restores 33% of HP instead of 50%
Repair.All() now restores 20% of HP instead of 25%

Fixes

Fixes a collisionning issue which could make the Dash to go through walls


Mouse controls added to all menus
OUI !

loki111
03/10/2016, 19h04
Mise à jour 49



New

French translation
You can now change the language in the settings (the game will set the language to your system language by default after this update)

Changes

More characters are now supported when displaying player names in the daily run leaderboard (all latin and cyrillic characters)

Fixes

Fixes a few minor behaviors of mouse controls in menus



Et pensez à installer le Hotfix avant de lancer le jeu. ^^

MrHelmut
03/10/2016, 21h44
Ta rapidité à reprendre le changelog, me surprendra toujours. ^^

Le jeu devrait détecter correctement la langue maintenant !

Kompre
06/10/2016, 17h58
Alors j'ai enfin sauté le pas, par le site Flying Oak, et c'est super bien ! J'adore la dynamique du jeu. Les bruitages sont un vrai régal, le design des robots est très réussi et les boss sont mortels. J'ai pas passé la 2eme série de monde pour le moment ...

J'adhère entièrement au bon test CPC. On a un jeu très pointilleux et léché. Et je suis aussi d'accord avec un point négatif en particulier: ca manque un petit peu d'enrobage. Il ne s'agit pas forcément de justifier ce massacre en règle de robots de toutes les formes. Mais peut-être juste de donner un peu plus de thème aux niveaux proposés juste en leur donnant des noms.

A l'heure actuelle on a le choix entre 3 niveaux, et c'est sympa d'avoir la description pour choisir, mais des fois on a pas franchement d'avis, et ca donne un côté faussement répétitif. On enchaine des niveaux "Lab" à gros loots, qui se ressemblent dans la présentation, mais qui sont en fait très différents dans leur contenu. Dans un niveau tu fais face à une armée de rampage avec des fusils bio dégueulasses, dans l'autre une nuée de petit dash avec des mitrailleuses. Dans un tu cours sur une seul générateur en essayant de survivre, dans l'autre tu prends ton temps à bien tout éliminer car il faut tenir la longueur...

Alors pourquoi ne pas capturer ca en générant procéduralement des noms de niveau (débiles comme sur les armes rares)? Comme paramètres en entrée de la génération, on aurait le style de niveau, la taille, le loot, les élites, le type de robot prédominant (e.g. dash vert à mitrailleuse). Ca permettrait de souligner les variations de niveau. Si c'est bien fait, on peut même avoir une option où l'on cache le détail (loot, elites) on montre juste le nom et le type de niveau. Et les joueurs qui veulent se laisser porter, peuvent s'amuser à deviner ce qu'ils vont affronter. Pour rendre cela encore plus intéressant, on peut même avoir la phase d'équipement après la sélection du niveau ? Du coup on prend l'équipement qui semble adapté. The long empty hall of the cult of the snipers, il va falloir des armes à distance et un déplacement rapide. Tandis que The most expensive swarm experiment présage beaucoup de loot à venir, et des armes qui font du splash damage.

Bref, cette idée prend plus de place que le reste. Mais au final c'est juste de l'enrobage. Car gameplay lui-même est très jouissif !

loki111
07/10/2016, 18h53
Mise à jour 50


Changes

The game over screen has been revamped
You can now quick restart on the game over screen
The game over screen won't appear anymore when saving a game
You can now see your progression, time, and skip tokens in the pause menu
You can now see your best score in the mode selection screen

MrHelmut
08/10/2016, 12h39
Alors pourquoi ne pas capturer ca en générant procéduralement des noms de niveau (débiles comme sur les armes rares)? Comme paramètres en entrée de la génération, on aurait le style de niveau, la taille, le loot, les élites, le type de robot prédominant (e.g. dash vert à mitrailleuse). Ca permettrait de souligner les variations de niveau. Si c'est bien fait, on peut même avoir une option où l'on cache le détail (loot, elites) on montre juste le nom et le type de niveau. Et les joueurs qui veulent se laisser porter, peuvent s'amuser à deviner ce qu'ils vont affronter. Pour rendre cela encore plus intéressant, on peut même avoir la phase d'équipement après la sélection du niveau ? Du coup on prend l'équipement qui semble adapté. The long empty hall of the cult of the snipers, il va falloir des armes à distance et un déplacement rapide. Tandis que The most expensive swarm experiment présage beaucoup de loot à venir, et des armes qui font du splash damage.

Merci pour ton retour !
C'est intéressant ça ! Je ne sais pas dans quel mesure on peut se pencher dessus ni on pourrait trouver la place pour caser ça, mais j'aime bien l'idée de d'apprendre et de faire le lien avec ce qu'il y a dans le niveau (et les noms débiles à rallonge).

Sinon, on ne devrait pas tarder à l'annoncer, mais je vous drop en scred ce qu'on prépare ici. On bosse sur un mini add-on gratos, avec :
- des armes uniques "glitchées"
- 2 nouveaux environnements
- des nouveaux boss
- une poignée de nouveaux skills
- des achievements
- au moins une nouvelle variante de niveaux spéciaux
- un système de "quick reload" à la Gears of War pour réduire le temps de surchauffe

Le thème de cet update sera le "glitch". Le principal changement sera que les niveaux spéciaux auront leur environnement dédié et seront les seuls endroits où les armes glitchées dropperont.

Passé l'update 51, nous allons réduire notre cadence d'update pour nous concentré la dessus (et les versions PS4 / Xbox One). Il y aura surement des updates ponctuels entre temps, notamment pour ajouter des traductions au jeu.

En théorie l'update devrait sortir d'ici fin novembre (les consoles arriveront début 2017, avec cet update par défaut).

loki111
14/10/2016, 18h27
Mise à jour 51


New

German translation

Changes

The game runtime has been updated to its latest version, it should be more reliable and compatible (especially on MacOS & Linux)
A few minor UI changes have been made in preparation to console ports
The run timer will not increment anymore while pausing the game (but will still continue to increment during pauses in Daily Run mode)

Fixes

Fixes a freeze which could occur if you paused the game one frame after a big explosion
Fixes a very rare crash that could occur if a particle appears out of the bound of a level
Fixes a few typos in most languages
Fixes best scores per difficulty not updating correctly on the mode selection screen

Kompre
14/10/2016, 19h11
Merci pour ton retour !
C'est intéressant ça ! Je ne sais pas dans quel mesure on peut se pencher dessus ni on pourrait trouver la place pour caser ça, mais j'aime bien l'idée de d'apprendre et de faire le lien avec ce qu'il y a dans le niveau (et les noms débiles à rallonge).

Sinon, on ne devrait pas tarder à l'annoncer, mais je vous drop en scred ce qu'on prépare ici. On bosse sur un mini add-on gratos, avec :
- des armes uniques "glitchées"
- 2 nouveaux environnements
- des nouveaux boss
- une poignée de nouveaux skills
- des achievements
- au moins une nouvelle variante de niveaux spéciaux
- un système de "quick reload" à la Gears of War pour réduire le temps de surchauffe

Le thème de cet update sera le "glitch". Le principal changement sera que les niveaux spéciaux auront leur environnement dédié et seront les seuls endroits où les armes glitchées dropperont.


2 nouveaux environnements ?? Wouhouu ! Ca ca fait bien plaisir !:lol::lol: Avec nouvelles Ziks et tout ? Et le reste aussi bien sûr, mais je savais pas qu'il était prévu qu'il y aie plus de mondes dispos.

De mon côté j'avance doucement mais surement. Je me rapproche du 3ème boss. Et je suis toujours aussi épater par la génération de robots. Chaque monde a son petit feeling particulier. Le mieux étant le style des elites ...

Pour la création de noms, c'est un peu de boulot. Je vois plusieurs facons de faire: commencer par trouver des synonimes / lieux qui correspondent à toutes les combinaisons d'environnement / taille / loot. Ensuite il y a plusieurs options: ou bien avec des adjectifs, ou bien avec des structures toujours de la forme "Le fourgon réfrigéré du ramoneur explosif". Et là encore, ya besoin de synonymes, adjectifs ou expressions par type d'ennemis. Et je sais pas trop combien de taff représente la "version basique". Probablement beaucoup plus qu'on y penserait comme ca. :unsure:

Après si on écoute les maîtres de la génération procédurale (en fait juste le créateur de Dwarf Fortress). Pour qu'une génération comme ca soit très intéressante, il faut inventer du background. Donc réfléchir à cette société de robots qui font la teuf. Imaginer le pourquoi des lieux, et une structure sociale, genre par castes. Et si c'est bien fait, ca peut même vaguement parler du monde de Neurovoider. Mais bon a-t'on vraiment besoin d'un background complexe pour défourailler des bouts de métal sur de la bonne zik ?

MrHelmut
19/10/2016, 22h41
Pour la création de noms, c'est un peu de boulot. Je vois plusieurs facons de faire: commencer par trouver des synonimes / lieux qui correspondent à toutes les combinaisons d'environnement / taille / loot. Ensuite il y a plusieurs options: ou bien avec des adjectifs, ou bien avec des structures toujours de la forme "Le fourgon réfrigéré du ramoneur explosif". Et là encore, ya besoin de synonymes, adjectifs ou expressions par type d'ennemis. Et je sais pas trop combien de taff représente la "version basique". Probablement beaucoup plus qu'on y penserait comme ca. :unsure:


Ca, ça va encore, c'est le côté intéressant et faisable de la chose, et on peut se baser sur le générateur de noms d'arme (qui n'a pas de sémantique liée, mais ça peut se faire rapido sur le principe que tu évoques). Ce qui m'inquiète, c'est de déterminer où et comment afficher ces noms dans l'écran de sélection de niveaux. A moins de revoir complètement la présentation (ce qui est un gros taff, probablement une semaine juste pour ça), ça me semble cuit.

loki111
20/10/2016, 18h53
Mise à jour 52


New
Russian translation

Fixes
Fixes a few minor typos and text alignment for most languages

loki111
03/11/2016, 20h42
Mise à jour 53


New
Spanish translation
Portuguese (Brazil) translation
Italian translation

Fixes
Fixes a few typos here and there
Fixes the free 25% HP repair not applying correctly sometimes when resuming a game from the inventory
Fixes a few very rare crashes

loki111
15/11/2016, 20h54
Des nouvelles des développeurs (version console, DLC gratuit)


Hey voiders!

You may have noticed, it has been a couple weeks since the last update. 53 weekly updates, that's quite a long streak...

Like we announced in previous updates, we slowed down to concentrate on something else, but that doesn't mean that we don't owe you some news!

Our team of two has now split to work on two NeuroVoider related things. So here's what we are working on.

Free content update

Nosifone is actively working on a free DLC. It will contain multiple new and revisited things:
2 new environments;
A few new game mechanics related to overheating;
A new weapon category above gold items for each existing weapon type;
New special level types;
New and revisited skills;
New bosses;
New achievements.

This free DLC should release early 2017 and we will announce it properly in the coming weeks.

Console versions

On my end, I'm working full time on the console versions of NeuroVoider. While the base game already runs on all of them, there is still a lot of platform specific stuff to adapt (achievements, leaderboards, etc.).

Console versions will release early 2017 as well, including the free DLC (which will release on PC first).


And that's it for today!

Take care & have fun!

loki111
30/11/2016, 18h22
Mise à jour 54


Changes
Optimized a bit how enemies are rendered (this should make the game a bit faster and working on some old hardware)
Updated our internal engine to its latest version (this should make the game more reliable and compatible)
The game has a few behaviors that have been adapted to match console versions (but this most likely won't be visible to PC players)
Re-encoded all audio to the same format (this should enhance memory management on Xbox One)
Gamepad disconnections are now better managed and will prompt which gamepad has been disconnected

Fixes
Fixes the possibility to restart a daily run on the game over screen
Fixes brain name not displaying or displaying the name of your last game when registering a daily run
Fixes some pixel bleeding on Xbox One (and probably other kind of GPU, including PC ones)

Clydopathe
07/01/2017, 23h30
Léger déterrage de topic.

Je viens de m'y (re)mettre maintenant qu'il est complètement sortie depuis quelques temps et c'est du tout bon! Les runs sont un poil long à mon gout (je viens de perdre sur le boss de fin avec un run de 2h09...) mais les parties sont palpitantes. Enter The Gungeon n'a qu'à en prendre de la graine, on peux faire un rogue lite à run long nerveux, bourrin est joussif!

Mais qu'est ce que le boss de fin est dur par rapport aux restes... Il m'a littéralement plié en deux :'(.

Il y a un wiki ou autre qui pourrait expliquer les différentes statistiques? Car pour les senseurs, le fait d'avoir une valeur à -40% je sais pas si c'est bon ou pas pour recharge.

loki111
09/01/2017, 17h39
Léger déterrage de topic.

Je viens de m'y (re)mettre maintenant qu'il est complètement sortie depuis quelques temps et c'est du tout bon! Les runs sont un poil long à mon gout (je viens de perdre sur le boss de fin avec un run de 2h09...) mais les parties sont palpitantes. Enter The Gungeon n'a qu'à en prendre de la graine, on peux faire un rogue lite à run long nerveux, bourrin est joussif!

Mais qu'est ce que le boss de fin est dur par rapport aux restes... Il m'a littéralement plié en deux :'(.

Il y a un wiki ou autre qui pourrait expliquer les différentes statistiques? Car pour les senseurs, le fait d'avoir une valeur à -40% je sais pas si c'est bon ou pas pour recharge.

Il y a un wiki français (http://fr.neurovoider.wikia.com/wiki/Wikia_NeuroVoider_FR) et un wiki anglais (http://neurovoider.wikia.com/wiki/NeuroVoider_Wikia) qui ont comme point commun d'être plein de vide tous les deux.

Kaede
09/01/2017, 21h29
Ca vaut quoi du coup, comparé à Nuclear Throne, Enter the Gungeon et Dungeon Souls ? (ça commence à faire, en clones et NT, et encore y en a d'autres)

Rom1
09/01/2017, 21h39
J'en profite pour demander si on peut sauvegarder une partie et y revenir plus tard... Parce que j'ai pas le temps de consacrer 2h à une partie sans m'arrêter (on va dire plutôt 30 à 45min comme Isaac ou NT post loop).

Big Bear
09/01/2017, 21h50
Oui tu peux.

Rom1
09/01/2017, 22h41
Ok je le remets en wishlist alors :lol:, merci !

Clydopathe
09/01/2017, 22h52
C'est moins bon que Nuclear Throne car un poil moins nerveux et rapide du aux parties de deux heures. Mais bien mieux que Enter The Gungeon car plus jouissif!

Par contre,j'ai fait un daily et j'ai fini 5eme car il y a vraiment peu de joueurs...

Le seul vrai défaut du jeu est que les environnements se ressemblent un peu trop et qu'il n'y en a que trois : métro, egouts et grotte de glaces.

loki111
02/03/2017, 19h12
Annonce de l'Extended Update (http://steamcommunity.com/games/400450/announcements/detail/233463685102562051)
Au menu:
Des nouveaux environnements: the Graveyard, and the Metaverse
De nouvelles musiques de Dan Terminus
4 nouveaux skills.
Une nouvelle catégorie d'armes: the Glitched weapons (y a des fans de Borderlands The Pre-Sequel dans l'équipe de dev...)

Kompre
03/03/2017, 19h43
Annonce de l'Extended Update (http://steamcommunity.com/games/400450/announcements/detail/233463685102562051)
Au menu:
Des nouveaux environnements: the Graveyard, and the Metaverse
De nouvelles musiques de Dan Terminus
4 nouveaux skills.
Une nouvelle catégorie d'armes: the Glitched weapons (y a des fans de Borderlands The Pre-Sequel dans l'équipe de dev...)

Excellente nouvelle! Hate de tester ca !! Je joue régulièrement et avec grand plaisir ! Par contre à force, même excellentes les musiques de Dan Terminus se répètent un chouilla trop. Enfin c'est pas grave, elles sont super. Mais de nouvelles pistes sons c'est pas de refus !

:love:

Un truc sinon. Vous pensez un jour mettre une petite touche qui automatiquement update tout le stuff vers un stuff supérieur ? Je veux dire: il arrive parfois de devoir faire des choix de trade-off, mais souvent ya pas photo. Un autre bouton qui pourrait être cool c'est vendre tous les objets moins bien que ce qu'on porte de son inventaire. Ca gagnerait un peu de temps. C'est pas énorme vu qu'on s'en sort avec les raccourcis pour vendre tout ce qui est pas équipé, mais quand on joue souvent, ca serait appréciable !

CruZer
09/03/2017, 19h15
l'Extended Update est là


New
New glitched weapon type (purple items):
15 new weapons more powerful than gold items
glitched items will only appear in level with 5+ loot bars (tips: use stats reboot to increase the chance)
glitched items can't be boosted (they're already quite powerful)
New environments:
Graveyard
Metaverse (exclusive to special levels, which don't spawn with other environment anymore)
New skills:
I've Got the Power: glitched weapons are more likely to drop, but any other item is more likely to be less
Hard Reset: rebooting levels costs more, but yeilds better levels
Snikt!: destroying robots with a melee weapon gives back some HP
Hyper Activity: increases the movement speed of all players
Twice the boss variations (with new weapons)
New achievements:
Loot a glitched weapons
Equip 2 glitched weapons
Visit the graveyard
Finish a swarm level
Finish a super elite level
Finish a pitch black level
Beat the game with the hardcore skill

Changes
Updated the version of our internal engine (this should enhance stability, reliability, and performance)
Tweaked a few behaviors of the game to comply to PlayStation 4 and Xbox One requirements (will probably be invisble to PC players)
Better crash handling

Fixes
Fixes game crashing if a gamepad is disconnected during gameplay and the language is set to either Spanich, Portuguese or Italian
Fixes R1 button being displayed as R2 button when using a PlayStation branded gamepad in the tutorial
Fixes stats counting elapsed time four times faster than normal
Fixes losing to a daily run removing your solo save
Fixes the possibility to trick the Forge by moving the mouse while the roulette is active
Fixes a font rendering issue on the game over screen
Fixes skill duration indicator not being correct with a few skills when a Visor enhance its duration
Fixes Unstable skill giving you multiplayer skills in solo games (and vice versa)
Fixes some flame thrower sprites not appearing
Fixes some persisting sound effects when testing weapons in the inventory
Fixes text coloration of spanish tips
Fixes a few typos



http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10214180/548db5d3ba8299213efcf1b00208406939edc8f9.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10214180/fe61322ff5149d794c51b87747826e55293dd56c.png

Kompre
11/03/2017, 12h58
Je viens de tâter l'update et c'est génial !! Ca fait beaucoup de bien le nouveau contenu. J'aime beaucoup le Metaverse, ambiance F-Zero et pas de mur pour arrêter les tirs. Je me suis taper un bon rush d'adrénaline avec un timer à 3:00 avant auto-destruction et la génération m'avait collé un type d'ennemi vraiment nasty: un swarm de robots minuscules avec des railguns. Comme un idiot j'étais parti sur Dash + mur de lance-flamme ... Autant dire que ca a été funky.

C'est vraiment une petite perle de gameplay ce jeu. Et si il n'y avait pas cette phase d'équipement pas très pratique et un peu casse-rythme, je crois que j'y jouerai beaucoup plus souvent. Je sais qu'on doit harceler les dev avec, mais ca serait pas possible de mettre une petite option toute simple au niveau équipement général (avant d'entrer dans les détails des pattes et des corps) où on peut vendre tout l'équipement vieux ou tout l'équipement des autres classes sur tous les éléments (éventuellement sauf les armes). Ca rendrait la lisibilité 5 fois meilleures, et ca m'éviterait de faire T, suivi de "all equipements" sur chaque catégorie séparément ...

loki111
31/03/2017, 18h39
Mise à jour 56


New
Added more gamepad support (including Xbox One S and Rock Candy controllers)

Changes
Glitched weapons EP consumption have been slightly reduced (boost)
Hardcore skill EP regeneration has been slightly reduced (nerf)
Blade Master skill EP reduction has been slightly reduced (nerf)

Fixes
Fixes tab navigation in the game over screen in multiplayer games
Fixes the "Defying the odds" achievement on Xbox One
Fixes Time Stretcher skill doubling duration after each use
Fixes the crash handler not detecting correctly file corruption
Fixes Platinum Trophy description
Fixes missing skill icons on the daily run leaderboard
Fixes game not launching if installed in a directory path containing either # or & characters
Fixes a very rarely occuring crash during loadings if the game changes music
Fixes a very rarely occuring crash involved in AI path finding
Fixes a few typos in skill description of the French translation
Fixes graphics driver incompatibilities not displaying the warning message