Just a brief announcement first: I've recently learned that if you acquired ZGA while it was free, it will disappear from your library if you uninstall it. If you were hoping to hang on to it, I suggest you don't uninstall it!
Anyway, there's a new map this week, with a pretty major new map feature: Spherical floors! From what testing I've been able to do so far, they work exactly as you'd expect. You can even go into orbit around them pretty easily, which is fun. How well they work in actual competitive gameplay remains to be seen, but if they work well then I'll be able to use them wherever I see fit in future maps.
As an afterthought, I believe someone asked me months ago if I could add walkable spheres, to which I said at the time I didn't think it would be possible in the scope of this game. Having thought about it at more length though, I came up with a pretty straightforward way to do it. I cannot for the life of me remember who it was that said that, but thanks for the suggestion!
ADDITIONS:
-Walkable spheres: These are pretty experimental, so you can probably expect there to be some technical issues, and probably gameplay issues too. Quite likely I'll have to make some adjustments in response to testing.
-New map: "Core". Features a large central sphere and other rooms branching off from the main room, including one with 3 smaller spheres in close proximity. I'm planning to iterate on this map somewhat after testing it. In particular I think it might need an extra room...
CHANGES:
-Decreased the mass of the CTS sphere.
-The ammo bar is now below the health and defence bars
BUGFIXES:
-Realised I forgot to include the tutorial level for the mac version. Sorry about that, mac users! It's included now though.
-I noticed last week that if you die while kicking, the ragdoll adopts a straight legged pose, rather than flopping correctly. I'm 98% sure this is fixed now.
-There is another bug I've noticed that can happen on dying. It looks much the same as the one above, but I don't think it's related. The observable difference is that the avatar will not move or react to impacts in this second case, whereas it would in the first. Anyway, I'm much less sure about this one (since I have a less convincing theory as to it's cause), but I'm hoping it's fixed too.