pre-alpha

Demo prep

We are getting ready for the demo. Today we made a new video from the latest build. This is the first time we’ve shown a play-though from character creation to combat. We’ve been focused on playability over the last few weeks, so we’re fixing lots and lots of smaller issues.

The big task was working through issues with load and save of games. Because the demo takes you through character creation before you can start taking sample missions, we wanted players to be able to save a character they generated. We also implemented a loading screen while working on load game. We hope these additions make the demo more enjoyable for players.

Another significant change from our previous videos is an updated camera system. While watching people play, we found players used three camera positions frequently. So we added direct support for the most common camera uses. 

  • A low camera which shows things from the view of the character
  • A high camera which shows the tactical situation
  • A target camera which flies the camera over to the active target
  • And we still have “free” camera so the player can move it around as they desire

For the low and high camera they save the player's view height and angle so if you switch away and come back you won’t have to reset the camera each time.

We also implemented a compass; it shows which way the character is facing. More interestingly, we also added contact ticks to the compass. So you can see which way contacts are relative to your active character. Also you can click them to fly the camera over to any contact.

The map generation has been heavily tested and we have recently implemented a number of performance enhancements. Currently the large maps can strain some mid-range systems so we put some effort into improving performance. There is more to be done, but we got a very nice performance bump for the demo.

For the playable characters we doubled the number of commander appearances available for the demo. There are two male and two female commanders to choose from, each with their three outfits depending on mission. There will be many more for the shipping game.

The demo will also include default genetic enhancements for all the playable characters. You will get to see a small example of the enhancements in action. In the shipping game you will be able to select and choose how your commander is enhanced to mirror your play style.

We implemented new shaders for the trees, firing range, roof of the base, and a few other items. This was done to make them more friendly to the camera so they cut or blur away so you can continue to see the most important parts of the map.

The status screen has been updated to show not only injuries, but also attacks which were stopped by armor or implants. You can mouse over any hit and see the force and type of attack along with how much of it any armor you may have stopped. 

Movement was reviewed. and walk, jog, and sprint speeds were double checked for the demo. We spent a bit of time graphing the various movement speeds vs attributes. These are the base speeds with zero encumbrance.

Walk speed graph

Jog speed graph

Sprint speed graph

The jog (max sustained movement speed) graph is 3D because it’s based off both quickness and stamina. This was triggered when we picked up a few too many weapons at the firing range and unintentionally tested our encumbrance system.

Barring any unexpected problems we expect to have the demo out this month. Stay tuned!

Demo Complete!

We finished putting the final touches on the demo and are sending it out to a few testers tonight.  Once they have had a chance to play with it and we address any issues, we will send it to a wider list.

We have also decided to make the demo available to anyone that has backed our Kickstarter campaign at Beta or higher.  I.e. those that wanted an early look and were willing to put up with the limitations of early builds.  It’s around 1.4Gb for the two demo levels.  

One of the good side effects of working on the demo is it forced us to address some long standing bugs that we had been putting off.  

Examples:

  • Write a manual
  • Add objectives to the maps
  • Sort the dialog answers so “goodbye” was always at the bottom
  • Put the status indicator over the character portraits
  • Assign skills to the NPCs

We also added the end of mission screen which includes the status of the objectives, the party, and some statistics about the equipment used.

We also added an “event cam” to the game.  It’s purpose is to highlight important events to make sure the player is fully aware of what is happening in the game.  We will add settings for the final product so players can customize which events are highlighted.  

Changes of note:

  • Added check marks to objective list

  • Made movement modes available to AI waypaths

  • Maps can now specify if the characters start with a weapon equipped

  • Hide shooter weapon in gunsight cam to avoid possibility that weapon would block view

  • Fixed bullet trails and sounds for some weapons

  • Enabled event cam for kill shots

  • Fixed AI bug that cause NPCs to sometimes empty the clip into a already down character

  • Taught AI to reload

  • Added medium and heavy combat armor

  • Fixed icons for armor

  • Tweaked ROF for a few rifles

  • Added new pistol models

  • Added descriptions to armor

  • Fixed bugs applying armor to hits

  • Added keyboard shortcut for previous and next target visible to selected character

  • Replaced generic sounds with per-character sounds

  • Removed occlusion check for muzzle flashes.  Was causing flicker.

  • Greyed character portrait when stunned, unconscious, or dead

  • Set skills for all NPCs on demo maps

  • Replaced placeholder NPC models with correct models

  • Fixed bug causing turns for unconscious characters.

  • Reviewed max-texture sizes for small objects

  • Added post-mission summary and stats screen

  • Fixed bug with default aim point after a melee attack

  • Updated 3D queue overlay to fix bug with stuck targeting line

  • Fixed gun empty sound

  • Hide contact counts when character is unconscious or dead

  • Added sorting support to dialog answers

  • Changed default to show long answers rather than short summary

  • Fixed cursor hitbox for hud to resolve small dead-space area

  • Added skill check for spotting and rate limit spot checks