
Rocket Shipment
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After 4 years of development, Rocket Shipment is finally out of Early AccessSep 13, 2023 - Community AnnouncementsI wanted to thank all who helped me improve this game throughout the years. While making this game many people have been so helpful in giving me feedback and tips to improve the game. I started making Rocket Shipment from scratch to learn more about game engines. The physics and collision systems were one of the hardest things I had to program, but I powered through and eventually I'm really proud of what the game has become. Even though the game has not been a commercial success, I've loved making it and am forever grateful for everyone I met and everything I've learned in the process. The game has now been fully released! I will always keep updating to keep improving, but the main job is done, and that feels great! Thank you all once again for playing my funny little space game, and helping me along the road! Have fun Rocketeers! https://cdn.akamai.steamstatic.com/steam/apps/1237310/extras/Powermoves.gif?t=1694416045Full release update: v1.12.1Sep 7, 2023 - Community AnnouncementsA small update in preparation for the full release. Changes: - A new main level has been added - Fixed a bug where the game crashes on rebinding of certain controlsChangelog 0.11.1Oct 10, 2022 - Community Announcements- Fixed a bug where the round crates got a wrong collider attachedChangelog v0.11.0Apr 6, 2022 - Community Announcements- Added Steam achievements - Added reminder to save unsaved changes in the editor - Added gate pairing so touching gates of the same type will automatically share a detection range - Added 2 new levels - Optimized Wallblasters to only shoot when sufficiently closeChangelog v0.10.0Jan 12, 2022 - Community Announcements- Introduced new crate shapes: "Long" and "Triangle" and added some levels introducing them - Removed showing level tips on a level restart - Added 'R' as level restart shortcut button - Increased rate of effect of the towing sensitivity setting, meaning it has a lower low and a higher high - Made level 26 a bit easier by making a few crates unbreakable - Slightly improved performance on bullet heavy levels Have fun!CHANGELOG v0.9.1:Nov 22, 2021 - Community Announcements- Fixed bug where level 24 was not playable due to cable being too short on initial grapple - Fixed bug where certain joystick controls were overwritten faulty on startupCHANGELOG v0.9.0:Aug 26, 2021 - Community Announcements- Added a new powerup: Dual cables - Added towing sensitivity option to accommodate players that find the pull physics a bit too difficult to handle - Upped the time until a forced death triggers when out of fuel - Added 2 more main levelsUpdate v0.8.0: Introducing powerupsJun 22, 2021 - Community AnnouncementsHey rocketeers, Only a small update this time, but a cool one nonetheless. Powerups has been something on my list for a long time and I wanted to give them a try. This update features a very simple one: Life gain. {STEAM_CLAN_IMAGE}/36711985/dfbd0cad0fdf6d1672111a59756d5a880353d617.gif The added "life" powerup simply gives the player a life to a max of 5 total. It can help to overcome harder parts in levels for example. I do have other powerups in mind, but would like to try out this concept first. Alongside this feature I have also added 2 more main levels that use it. Have fun!An interview with the developer of Rocket ShipmentMay 18, 2021 - GamingOnLinuxIt's time for another GamingOnLinux indie developer interiew! This time we had a chat with Chocolate Pinecone, the developer of Rocket Shipment. Read the full article here: https://www.gamingonlinux.com/2021/05/an-interview-with-the-developer-of-rocket-shipment Update v0.7.0: Lowering difficultyMar 23, 2021 - Community AnnouncementsHey rocketeers! Some more weeks have passed and again I've gotten some great feedback for some helpful features. Many new players find that the difficulty still ramps up pretty fast after the first 4 levels. To counter that, I've improved a couple of things to hopefully take that edge off a bit and ease players in more. First off, I have added 5 medium difficulty levels to give players a bit more practice before getting into the more challenging stuff. I've also added difficulty labels to levels. Main levels have a difficulty set, so you can easily choose your battles. {STEAM_CLAN_IMAGE}/36711985/42676644794f1b4c62d9ea3566edb83fdc5a6d04.png You can also set an estimated difficulty for your own custom levels. {STEAM_CLAN_IMAGE}/36711985/b53514b0202858dd8e47eaed05b7fec72146c683.png When playing a level for the first time it might be annoying to have to look around for the locations of the crates. This is why I've added crate indicators, small arrows pointing to the undelivered crates in the level. In combination with the level panning functionality from the previous update you should be able to find all crates in no time. {STEAM_CLAN_IMAGE}/36711985/cb63c06f4ba7a6667d30fa7f35ccf381b2357e7f.gif When creating custom levels before completing the main ones there might be some components you have not seen before. This is why I've added tooltips that appear when hovering certain components in the catalogs. {STEAM_CLAN_IMAGE}/36711985/424017dffdc7c422631f531eb96031bb6ca0081a.gif Another big point of frustration was losing a level over accidentally destroying one of those pesky vulnerable crates. I decided losing the level might be a bit too harsh, and have replaced the gameover with a point penalty instead. A vulnerable crate damages in penalty steps of 100, up to a total of 300 per crate. {STEAM_CLAN_IMAGE}/36711985/e77bd6c5e3967a6d3cbf1f3d99ba293ad5dc95d4.gif That's it for the new features. The complete changelog is attached below. I wish you all much fun and hope you'll let me know what you think! CHANGELOG v0.7.0: - Added crate indicators to point towards undelivered crates - Added tooltips to catalog items in editor for more clarity - Added level difficulty labels so it's easier to pick levels that match your skill - Added 5 new medium difficulty levels - Removed level 18 because it is simply too hard - Removed game-over by crate destruction - Added point penalty for damaging crates - Fixed bug where crash occurs when closing the game while a level hint is visible - Fixed bug where cursor keeps showing settings indicator after closing the editorUpdate v0.6.0: Improving player experienceFeb 26, 2021 - Community AnnouncementsHey rocketeers! Some more feedback has rolled in, and I noticed there were some improvements needed to accommodate inexperienced players better. With that in mind, I decided to pack this update with a couple of features dedicated to improving the player experience! I've added tutorial tips to 8 different levels. These will explain a range of things from steering and accelerating, to handling tanks. I plan to add more of these when finding a knowledge gap or when introducing new features. {STEAM_CLAN_IMAGE}/36711985/e541a388eb12fc0d161ad4ff8df5e746a652a137.gif Another big feature is the panning option in the pause menu. This option will provide the player with a way to explore levels without spending fuel. By pressing this option you will easily be able to pan the screen in the same way as the level editor does. {STEAM_CLAN_IMAGE}/36711985/2135d706e221e090f2fdddbfdfb493d9635f1817.gif Furthermore it seemed not all players understand when the ship is invulnerable (after losing a life). To emphasize the invulnerable state, I've added a protection shield animation. Hopefully this will make it abundantly clear that the ship is safe while in this state. {STEAM_CLAN_IMAGE}/36711985/67e79b85956408f735dd7c182504235bd8b6d76d.gif Ship robustness has been increased a bit. Some find it hard to land the ship without losing a life, and others were frustrated losing a life on a small bump against a wall. While this is partly intended (Rocket Shipment is meant to be challenging), I don't want to induce rage quits in the first 3 levels already. I will keep focusing on finding more ways to further create an easier environment for new players just starting out. Currently I'm planning on adding a bunch of easier levels so the player can gain some feel and experience controlling the ship before trying more difficult levels. Finally, I've also done a graphical improvement for crates and flags. The crates and flags are now not only distinguishable by color, but also by shape. The center parts of the crates have been adjusted to contain different shapes, which are also used in their respective flags. This way I hope to make a first step towards making the game a bit more accessible to players that have trouble distinguishing the color marks. {STEAM_CLAN_IMAGE}/36711985/6bcc379d67b8fe759bcdcb9d1bd83c93f075deca.png That's it for now! Keep posted for future updates, and don't forget to share your creations! I always love to see new levels pop up in the Workshop! Have fun!Update v0.5.0 featuring new conveyor tilesFeb 5, 2021 - Community AnnouncementsHey rocketeers! After launch I wanted to make sure the first update doesn't only fix some bugs, but also contains some actual new content as well. I'm proud to announce the new update contains brand new conveyor tiles for you to expand your levels with. {STEAM_CLAN_IMAGE}/36711985/a13b2beb8abfe211f5dfc896aee7a0937dd9a3da.gif I've added 2 new main levels to demonstrate some possible usages, but of course you are more than welcome to try out some of your own. Alongside this new addition, there are also a couple of other improvements that have been implemented. This is the full changelog: - Added all new conveyor tiles - Added 2 new main levels showcasing these new tiles - Added editable descriptions to custom levels - Added opaque color choice in ship editor - Added choice for wall blaster orientation when multiple are possible - Improved bullet animation - Fixed bug where certain screens in editor would not fade correctly when exiting the editor - Fixed bug where level with adjusted name would still have the same id as its last saved version - Fixed bug where some editor screens would not be focussed/navigatable when opened through mouseless navigationRocket Shipment is a slick homage to Thrust and Crazy Gravity now in Early AccessJan 15, 2021 - GamingOnLinuxRocket Shipment is a tricky, physics based, space delivery game. The game is a love letter to the old style lander games like Thrust, Solar Jetman and Crazy Gravity. Read the full article here: https://www.gamingonlinux.com/2021/01/rocket-shipment-is-a-slick-homage-to-thrust-and-crazy-gravity-now-in-early-access Rocket Shipment is now officially available!Jan 15, 2021 - Community AnnouncementsGame development is such a weird field of work. Especially when doing it solo, you have to apply (or learn) so many different skillsets. Next to the programming there is art and music involved, marketing, planning, social media, architecture, game design, testing, community management, you name it. I embarked on a huge journey when starting to make this game in August 2018. My goal was to make something completely from scratch in a language I had not mastered yet. No usage of fancy existing game engines, just pure C++ code and a few libraries. Was it worth it? Definitely! Even though it will probably not be a huge financial success, I have learned so much that will help me with future projects and the support I got was amazing. Some of the key points I learned were: - Learn how, where and when to market (I actually wrote a small article about that here: https://chocolate-pinecone.medium.com/5-marketing-lessons-i-learned-releasing-my-first-commercial-indie-game-a2cfd1f82779) - Be open to harsh feedback, it's usually the most valuable - If you can, pay for things you are not skilled in or do not enjoy. It saves you time and results in better quality stuff than you could have made. - Take breaks when you need them, and remind yourself of your goals - Don't expect your first project to be financially successful. Instead expect it to be a stepping stone in the experience of game development. - Create the smallest acceptable version of your game first, and build out afterwards. I have pushed the release button this morning and loved it. I can't wait to see what happens, and what everyone will think of it! That's it for my little snippet of game development. If you do actually decide to play it, please consider leaving a Steam review. It helps insanely with getting more eyes on the game!Launch date has been set!Dec 24, 2020 - Community AnnouncementsRocket Shipment will be launching into Early Access on January 15 2021! With only a few weeks to go, I'm super excited to share the latest developments with you! {STEAM_CLAN_IMAGE}/36711985/03d0ce4fda1e038701cbae6b0bb2475f604efc05.gif I've been pouring in everything I got these last months so you can hopefully enjoy Rocket Shipment even more. I want to keep improving the game with the feedback given after launch, so if you have ideas or other feedback please send it my way! Without further ado, here are some of the new features: New tiles: {STEAM_CLAN_IMAGE}/36711985/bf2bd9b1b20ca0340678af6de84b793b4aa721b8.png Swappable background colors: {STEAM_CLAN_IMAGE}/36711985/aab0075bc9b9ca1f9041c7c5e16f881340fe17ad.gif Brush sizes: {STEAM_CLAN_IMAGE}/36711985/311effb96e715bb4f59aff4f2e5ffb8905271f08.gif And a big one, a Steam Workshop Integration: {STEAM_CLAN_IMAGE}/36711985/e667ba7e4b5de3aa9de229d475e0f7a94870a47d.gif I can't wait to see some community content! If you haven't already, consider wishlisting Rocket Shipment! It really helps!Devlog #017: Drones and locked gatesNov 17, 2020 - Community AnnouncementsFinally some actual new content for the Early Access version! I've been blasting at it, getting as much done as possible before the release. The biggest challenge to date has been the new Blaster Drone. It's mean, it's lean and it's... dumb. For now at least. The first version will drive around randomly and shoot straight up, or aim at you if configured. After release, I'll expand on it, adding more intelligent AI. Here's a little preview: {STEAM_CLAN_IMAGE}/36711985/65023d196babdb84d7ee3a61ac54677eea7ff03f.gif It wasn't the easiest thing to create, but hey, gamedev is hard: {STEAM_CLAN_IMAGE}/36711985/199d64481c260e51d0785d333aafb3d6530d046f.gif {STEAM_CLAN_IMAGE}/36711985/7a0a5cc29b1b5cd0c14cc7868232c13aa2e84791.gif Also, locked gates are done! It's a pretty basic concept, but allows for some cool level concepts! We've got 3 flavours: {STEAM_CLAN_IMAGE}/36711985/9097963cda3d9575e4173d38a23a4468ef79c01c.gif A couple of things are still in the pipeline, namely multiple ground types, a configurable background color and the Steam Workshop integration of course! Want to help me improve the game? Join the Discord!Devlog #016: Configurable gate speedsOct 23, 2020 - Community AnnouncementsNow that the demo has been out for a while I've been focussing on adding small features for both the demo and the full version. I've added stuff like: - A next level button after completing a main level - Small random pitch shifts on collision sounds to make them more authentic - A ghost preview of the selected object in the level editor Now I can finally focus on the full-version-only features and can really start on that big v1.0 for Early Access. The first feature I decided to pick up is extra settings for existing objects. I just finished a speed setting for gates which you can see here: Next on the list is a speed setting for the wallblaster! Other planned stuff soon after: - A moving enemy - New level settings like number of lives, fuel starting level and background color That's it for now! If you haven't tried the demo yet, please do! Want to help me improve the game? Join the Discord!CHANGELOG v0.3.2Oct 19, 2020 - Community Announcements- Added ability to edit gates that are already placed in level editor - Added ghost preview of currently selected object in level editor - Added new collision sound for ship colliding with platform - Implemented escape button always working, even when exit functionality is remapped v0.3.2 Want to help me improve the game? Join the Discord!Update v0.3.1Oct 12, 2020 - Community AnnouncementsReleasing the demo has been a great experience. Meeting new players and getting fresh feedback made me want to improve some things right away. This update introduces a couple of subtle changes to improve player experience. Enjoy! CHANGELOG v0.3.1: - Added "Next Level" button for after completing a main level - Added a small random pitch shift on collision sounds to make them sound more authentic - Added paint sound to ship customization - Tweaked max sound range to hear a bit more when things are further away - Reduced default music volume so it doesn't dominate as much - Fixed bug where steer control could activate too early after launch, causing a ship corner to hit the ground Want to help me improve the game? Join the Discord!What is Rocket Shipment?Oct 7, 2020 - Community AnnouncementsRoots Rocket Shipment has been in development for 2 years now. It started out as a personal challenge project to create an own game engine around a game. Now it has grown out to something I'd love to share with you all. What's in the demo? In the official demo you'll be able to experience 10 levels that introduce the basic mechanics of the game. You'll also be able to create your own levels in the level editor to up the challenge even more! Full version release I'm working hard to get the first Early Access version ready, and hope to release it in December. The full version will introduce a couple of things you won't see in this demo, like: Sharing levels in the Steam Workshop More enemy tech Different biomes and background colors More level components like Locked gates with keys I'm stoked! What can I do already? You could wishlist Rocket Shipment so you will be informed as soon as it releases. Join the Discord if you'd like to follow the development more closely and/or like to chat with other fans.
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