ARM: Planetary Prospectors Asteroid Resource Mining cover
ARM: Planetary Prospectors Asteroid Resource Mining screenshot
Genre: Racing, Role-playing (RPG), Simulator, Strategy, Adventure, Indie

ARM: Planetary Prospectors Asteroid Resource Mining

Many Improvements to Inventory, AI & Gameplay UPDATE 0.5

UPDATE ver 0.5

This past month the NDi dev team worked on the newly improved Inventory system, where the player can pickup objects with the IK hand and then equip, inspect with zoom and rotate functions. Crafting has been delayed till episode two, although Ferris will be able to craft most tools needed to escape the barge.

We still want to hear from the community about story ideas and dialogue suggestions, as the whole point of Early Access is to get a feel for what our audience really wants. The script and story has been rewritten a few times, because we are obsessed with providing the most thrilling and thought provoking story to fit within the ARM Planetary Prospectors lore and universe. Keep those comments and suggestions coming and you can be eligible for an upcoming contest.

A bunch on improvements can now be seen in within the AI systems, the Xterminator overlords will now visit the player in the jail to wake them up, and even search the jail cells for illegal contraband. Don't get caught trying to escape, or suffer the consequences. The friendly MRRM's are also more intelligent and responsive to commands given.

Our Art team, is busy giving the entire game a graphical overhaul. We are even going as far as redesigning the Mining Barge, to have better graphics, but also be more optimized for future Xbox One and PS4 versions. The design has even been changed to provide better gameplay and a more interesting reveal. The MRRM is also undergoing design changes as the art will be used to show a more progressive damage and upgrade system.

Many major and minor bug fixes, have been submitted, Special Thanks to our community for reporting bugs and suggestions so our development team can work on creating a better user experience.

Our main focus during the month of March, will be in preparing for the PAX East demo that we will showcase. Will you be attending? Let us know and it would be great to meet you.

After meeting with our Advisory Board, it has been decided to focus on ARM:PP development, and postpone our Kickstarter campaign till after we build up more of a presence on social media. We are a game development company and not a marketing company. However we have just initiated our 6 month marketing plan with a 3rd party marketing company that will help us get more recognition.

Although our intentions are to complete Episode one for this fall, if the game is not ready for final release, then we will keep it in Early Access, until we know that it will get excellent reviews, and possibility an award or two. We are dedicated to release a fun and quality game, so our fans will be happy and continue to support us for future episodes and other games.

Our other mobile tie-in and completely new prototype is currently put on hold so we can put 100% of our resources into ARM:PP

Thanks community, and if you would like to volunteer to help us with testing, marketing and more with a possibility to join the dev team. Send us an email at info@nefariousdimensions.com

Thanks Community!

Clinton Bowman
Nefarious Dimensions Inc. (NDi)
CCO

UPDATE Alien Mind Control Parasites Invade Planetary Prospectors! v0.4

Alien Mind Control Parasites Invade Planetary Prospectors!

Press Release Link

UPDATE .4
-Xterminator will chase after spiderat if spiderat attacks player for the first time.
-Add new prefabs for smashed meteors
- Added sticky components for VR Warning dialog
- Added sticky components for VR Warning dialog
- Updated mid game menu to use new tab art
- Modified Menu panel to not use the goofy drop animation and just be centered on the screen ala Starcraft 2
- Added sticky components to the mid game menu
- Set gamepad cursor movement to be done un unscaled time so it works while the game is paused
- Changed default UI nav keybinds to ue DPad as the left thumbstick is now used for the virtual cursor
- Added versioning info for the keybind settings so I can force a client reset if any critical changes happen
- Compiled header art into a single spritesheet made source art wider to avoid ugly stretching in game (hopefully fixes flacky tab bar art)
- Moved tutorialUI code into a new HUDWidget class
- Tutorial widget is now used in both mining and prison scene so we can have prison tutorials
-added character portraits
-Dialogue system update
-fixed missing materials and updated the repair pad
- Reworked intro scene streaming so the operation begins immediately and pauses until logo anims are done (should improve black screen on intro)
- Activate/de-activate virtual cursors on Focus/Unfocus so we don't have more than one cursor processing input at once
-Splited Tutorial System code to TutorialUI , TutorialManager and TutorialLogic (MVC Pattern)
-reduced the drag values of the pregenerated asteroids outside the barge so the collector can actually pull them
- Turned label raycasts back on as they are needed for tooltips
- Did a full pass of sticky components for options for gamepad virtual cursor
- Added sticky component for dropdown items
- Removed world cursor from all dialogs as VR will use the same cursor as standalone controls
- NavMesh re-positioning and re-bake for start scene
- Re-positioned poison apple in start scene so player and spiderat can get at it easier.
- Modified heat flashing text animation to use bools instead of triggers
- Fixed edge case where heat flashing wasn't playing in the correct states
- Increased inventory menu to allow 40 slots instead of 10
- Restructure how the inventory menu tracks an item so the menu isn't dependant on the size of the inventory list
- Don't attach label to checkbox button as the checkbox control will manage it
- Swapped VR warning frame with generic frame
- Turned off excess raycast targets
-enabled asteroid randomizer
-removed random assignment to the drag of debris's rigidbodies
-Repair Pad integrated
- Reworked heat/cooling system
- Emergency cooling now starts once you reach 80% heat
- Emergency cooling doesn't stop until you reach < 50% heat
- Entering emergency cooling plays a cooling sound
- Increased Emergency cooling rate to 10 (up from 4)
- Removed some detail from my ARM logo to improve readability
- Added alternative ND logo with outline
- Swapped logos in intro scene with outlined versions
- Override Main Menu OnEscape to prompt to exit game instead of closing/opening the main menu
- Removed open/close sounds from Maine Menu to be less distracting when entering the main menu
- Added alternative ARM logo with outline and some filtering as a proto logo for main menu (needs a real artist)
- Adjusted some of the clutter in main menu to no obstruct logo
- Turn off root motion on Generic Character anims as that is meant for animation driven physics (fixes the irratic head placement)
- Moved Generic Character head position to pivot on the center of the player instead of forward to remove the unconfortable z motion
- Moved Generic Character body mesh back slightly to compensate and pinched neck to stop clipping
- Removed excess HitFloorSound audio source from generic character
- Play registered sound for Hit Floor instead (no sound currently exists)
- Truncate GetCredits to simplify UI
- Removed delpt remaining from EndOfDay UI
- Simplified Total Credits UI and made white (or red if negative)
- Swapped the background art for EndOfDay UI with the more transparent and simple art
- Barge doors now lock if player is considered hostile to the barge (i.e. Xterminators start attacking player)
- Barge doors in demo scene no longer open for player; was useless.
- Player can now reenter barge from outside as long as player is not hostile to barge.
- Added more padding to tooltip control and doubled horizontal padding
- Compiled header art into a single spritesheet made source art wider to avoid ugly stretching in game (hopefully fixes flacky tab bar art)
- Moved tutorialUI code into a new HUDWidget class
- Tutorial widget is now used in both mining and prison scene so we can have prison tutorials
- Dropdown items now use a button theme component with customized properties
- Removed DropdownItemButtonThemeComponent as it is now obsolete
- Did a full pass of sticky components for options for gamepad virtual cursor
- Added sticky component for dropdown items
- NavMesh re-positioning and re-bake for start scene
- Re-positioned poison apple in start scene so player and spiderat can get at it easier.
- Initial check in of Virtual Cursor
- Removed all references to Standard Input Module as it is no longer needed
- Attached the sticky cursor components to the Main Menu only for testing
- Updated mid game menu to use new tab art
- Modified Menu panel to not use the goofy drop animation and just be centered on the screen ala Starcraft 2
- Fixed movement sound playing after killing MRRM NPC when it's return to barge
- Added back in missing refs to replenish button in demo scene.
- tweaked switch distance on MRRM NPCs so that they don't get hung up on waypoints
- Moved the heat alarm source out of the sound manager and made it a 3d source as part of the MRRM and registers at effects
- Modified the heat alarm to just use one 1 sound effect and adjusted the pitch modifier to feel more natural
- Fixed heat alarm playing
- Added sticky components to the mid game menu
- added editor hack at the top of the input stack to release the hardware cursor when escape is pressed
- Updated tab bar art to be gradient
- tweaked the tab button underscores to have a fixed width of 100 so they don't stretch to fit the button
- Fix mismatched translation of prison terminal in prison scene
- Switched inventory panels to use transparent foreground instead of double border
-Optimizations and improve visuals
- Create alternative foreground art with black fade to work as a background image
- Updated quest and inventory menu to use new transparent foreground art
- Added in spiderat eating apple on Shawna's bed when first spiderat spawns.
- Fixed wrong animation playing when spiderat reaches hiding spot
- Adjusted spiderat stopping distance so it's closer to food item
- Fixed spiderat getting stuck randomly.
- Fixed null error that appears in console after spiderat eats food sometimes.
- Tab bar now fills from the left and doesn't stretch to fill the bar
Bug fix - Missing mesh in instantiated asteroids
Bug fix- Xenon particle would delete upon instantiating
Bug fix - if player respawns when the original tutorial Xterminator has been destroyed the new one would not move into the player's position correctly.
Bug fix - laser turrets on barge would fire at me even if the barge doesn't consider me a hostile.
Bug fix - 'Door would close even if player is inside it ... '
Bug fix - if player respawns when the original tutorial Xterminator has been destroyed the new one would not move into the player's position correctly.
Bug fix - laser turrets on barge would fire at me even if the barge doesn't consider me a hostile.
Bug fix - ' Player would not wakeup at times'

+More

Next Monthly Major UPDATE only days away

Hello beloved community, your bug reporting and game ideas and suggestions are being put to good use, as we critically analyze key components of ARM, as we prepare to roll out our Roadmap for the Final version of Planetary Prospectors:A.R.M. Episode one.

We value your criticisms and opinions, as we take into consideration them for all design changes, after all it is still Early Access, and we are utilizing this time to get a better feel for our audience and build the game you want to play.

We are working with some different Writers to continue to improve the story and give more background to the characters, as we want to have a satisfying and rewarding journey. We even want to hear from the community on suggestions to improve characters dialog, and how they will continue throughout the adventure.

We have decided that the Psychological Horror aspect will be more minimal and have some frightening elements, from the fear of the unknown and a new creature that is running rampant on the Mining Barge. EP1 is to build more backstory and suspense leading into EP2. We don't want to make the same mistakes as George Lucas:D

We want to make sure to retain our community members and keep them happy, this is way we are making sure to put in extra care to make it the Best exploration, survival space mining game on the market. ːsteamhappyː

Great work community, please continue to report bugs and ideas for digital/physical rewards

Points will also be rewarded for show us Tweeting or Sharing on Facebook, the more success we have as a company, the better rewards we will be able to share with our cherished community members.

Clinton Bowman
Nefarious Dimensions Inc.
CCO

UPDATE Early Access v0.35 Bug fixes and More

NDi Developers took a much needed break during the Holidays. We were still able to fix many bugs, plus polish and prototyping new features.

- Pirate NPC can now spawn random items when it gets blow up.
- Fixed Spiderat not moving away if player hides behind an object.
-Added attack state to Spiderat.
- Added targeting system of turrets so they can fire at multiple targets apart from just meteors.
- Added interaction zone to merchant
- Exposed property to change trading flag on merchant.
- Restructured pirate AI class so transitioning between states is more flexible and easier to do from external scripts
- Exposed method to collect player cargo from pirate AI class.
- Fixed panel animations not playing when paused
- Moved obsolete files
- Initial changes for New Collector Mechanism
- Added new layer 'pullableLayer'
- Added code in CollectionTool to perform SphereCastAll for that layer
- Added methods in PullableBase that will be called if found in RaycastHits
- Replace existing TriggerBased Collector mechanism
- Added targeting system to Xterminators (most likely needs more polish).
- Fix a few issues with fullscreen checkbox disabling
- Added support for checkbox to be disabled
- Updated image effects, vsync and fullscreen checkboxes to disable if in VR
- Fullscreen checkbox now disables if resolution is below the UI target (until the hack is no longer needed)
- Remove duplicate camera from main menu
- Added panel animations for help menu
- Remove more obsolete animations
- Remove many obsolete UI animations
- Setup tab panel animations for new options menu
- updated claw to help crush smaller held debris
- Improved targeting system on turret; it can now account for player.
- removed unused variables
- Added missing code for audio defaults
- Adjusted the mid and main menus to only display a single button for the new options menu
- Completed merging the options menus into a single menu
- Bug fix -
drill tool wasn't working properly
- had to change physic matrix as collector would not pull fuel hose
- AI related changes for new damage system 'uses DamageSystemMain instead of damage system collider'
- Damage system colliders get enabled when we exit the mrm 'so that we can repair it'
- Adding new Damage system with single collider
- Adding new MathUtil class which will include geometric / trignometric helper functions
- Changes to meteors
Bug fix -'how did I fail the Ferris repair mission, I was unaware there was one, needs to be explained better'
' Arm used to move even when laser is active in demo scene '
- Fixed memory leak if player doesn't collect salvageable items from destroyed pirate before respawning.
- Made some exposure adjustments to the skybox to bring some color back into the main menu
- fixed lighting on door
- Initial work on merging system and control options into a single menu
-- Adjust scaling for Main Menu to look proper on different resolutions
-- Changed my mind on the rescaling of menus as it isn't going to look good on varying resolutions
- Added ugly hack to force the player into windowed when playing below 1080p (temp workaround for Unity UI scaling bug)
- System options will not allow you to go full screen if below 1080p
- Intro scene will also force you to windowed to account for players that are already affected by this bug
- Wrapped GameplayStatics in NefariousDimensions namespace
- Hack fix for main menu to work around broken Unity scaler
- Adjusted main menu layout to be more vertical so text isn't being cut off on lower resolutions
- Trimmed some slack from the arm patch and fixed pivot
-- Set skybox to stationary for the main menu
- Added some color to the main menu sun light to reduce the gray in the scene
- Added some earth movements into the Planet Earth to bring it a little more to life
- Improved logic for Spiderat checking whether player is dead or not

-- Remove nebula from intro scene so it doesn't look so detached from the main menu
- Temp hack scaling for logos to work around Unity UI scaling bug
-Bug fix - 'Heli landing pad should only display once outside the barge, confusing if the player is inside the barge'
-because we are lowering with the asteroid mass values. it's making the collector pull them too fast to the MRRM. static values are now uses with smaller debris being pulled in faster.
- Mining Suit default fuel and battery should be full
- Added support for Pre Flight check to modify the starting battery
- Pre Flight Check defaults fuel to 1% and battery to 50%
-Fixed null reference exception when player exits MRRM.
-Added rotation to meteors
-Added and integrated Spiderat model into Spiderat prefab.
-Bug fix - 'can't select the options as there is no cursor...font should be white, unless selected then it should be green'
- Pirate can now be killed by laser or bomb tool
- Pirate engages player if player attacks pirate.
-Added % loading text (current delay is 2 sec)
- Moved spotlight code to TriggerPirateLoot.cs
- Exposed method in TriggerPirateLoot.cs to enable spotlights
- All spotlights now get disabled when looting player
- Pirate now stops firing at player if player is already dead.
Optimizations...
- Added base class for all objects that can be pulled (and cached tag, rigidBody, transform)
- Made relevant changes
-Increased turret firing distance.
-Rescaled mining turrets on barge to proper scale.
- Added Coolant full warning
- Removed errors in CollectionTool
- Removed unused code in RepairMRMTrigger
- Added missing Meta files
-Bug fix - 'Tutorial talks about strafe controls during the arm tutorial before they are told about strafing. This may confuse players.'
Bug fix - In freelook mode you don't return to MRRM after running out of oxygen
Optimization - Fixed massive lag when cockpit explodes
Bug fixes
- ' cant seem to select an answer, just looking around...in dream scene ' - For Shawna
-' cant seem to select an answer, just looking around...in start scene' - For Travis
Bug fix - While docking, the elevator shaft isn't completely meshed.
Bug fix - 'I have once again managed to move around while talking to Ferris. This seems to happen after returning to the prison scene after playing in a mining scene.'
- Updated animations for intro to be longer
- Logos now properly order instead of playing all at once
- Added ability to skip logos by pressing any key
- Added scene change to intro
-Some of the turret mesh and colliders on barge was turned off. Increased refueling MRRM speed and movement sound pitch to accommodate the movement speed.
-Added skip condition for "Proceed to exit airlock"
-added start splash screen
- Fixed error which appears when clicking on empty slot
- modified inventory item image canvas
- modified inventory cam dimensions
-Updated mining scenes ambient light and sun light intensity slightly to improve clarity
- stop dialogue system from spawning a duplicate event system (fix input bugs)
-- Drop some lighting intensity in prison to give a more gloomy feel
- Larger image of Item appears on right side of inventory menu
- Made changes in xml to read camera fov value and required rotation

Thank you community for your support, and please keep the bug reports coming so we can fix them sooner.

Monthly Major UPDATE Early Access v0.3

Here is a list of only some of the bugs and features added within the last 2 weeks. We ran out of characters to place all the improvements.

Thanks Community for finding bugs!

-Pirate NPC can now search for player and if they are in the scanner/spotlight they will chase after the player.
-Can now command MRRM AI with temporary key bindings:
- Created central state for commands and then it will transition to a given command
- Can command MRRM AI to mine
- Can command MRRM AI to go back to barge
-Follow and wait command coming later.
- Replaced skybox with new layout, updated skybox and demo scene
- Adjusted fuel warning message to not mention the barge (would cause confusion for new players when performing pre-flight check)
- Adjusted Clouds shader to render behind the UI
- Turned clouds back on in Main scene
-Bug fix - When the MRRM blows up, the flames keep going after the airlock is open. Fire should only happen inside airlocks.
-- Mining Suit caches the Damage Model camera so to same some CPU time when opening the Life Support panel
- Fix Right Menu not turning off the Damage Model camera if the panel was opened when changing back to driving
- Modified meteor system (start and end points )
- Made meteor storm more intense
- Bug Fix (Thank you for joining us! text says "You" are the person talking while displaying the AI portrait.)
- Bent shoulder orientation for drill to match arm (this is so the drill doesn't protrude so far into the center of the view and obstruct UI)
- Slightly move arm default rotation to not be poking into the center view
-- Adjusted scale and aspect ratio of On Board Screen slightly so message queues have space
- Add UI widget for throttle
- Throttle only displays if main acceleration is greater than 0 or gear changes or braking
- Only the currently selected gear is displayed for now
- Removed the metallic from Ricky Ray's face and body
- Added widget for Selected Tool on OnBoardScreen
- Selected tool displays when tool changes
- Initially selected tool no longer triggers the message when the game first starts
-- battery and propellant now display on the same % intervals
- Modified propellant slightly so it doesn't auto display in the first frame
-- Fixed Oxygen using incorrect icon
- Added On Board Screen propellant widget
-- Implemented heat and coolant widgets for On Board Screen
- Added descriptions for heat states
- Heat UI only displays at 50% or higher heat
- Coolant UI only displays if the current water has changed
-- Simple UI art for OnBoardScreen blocking out
- Modified the Oxygen bar to use simple art
- Oxygen Bar now only displays when a minute interval is reached or if at 5% remaining and fades out when not important
-- Adjust scale of OnBoardScreen to something smaller for now to account for the deep window frame causing visibility issues
-- Created pirate scan state with the basic movement working
- Created AI manager base class for managing AI more efficiently and created pirate manager class.
-- Braking now reduces main and strafe acceleration at a proportional rate as the inertia decrease (better feedback)
-- Inertia dialog no longer caches as it's lightweight
- Added failsafe for if I died with a menu opened to make sure they close (crashing into NPC and dying while issuing commands)
-- Updated many materials to properly use metal
- Increased many base colors to white to improve lighting fidelity
- Significantly reduced lighting in prison scene
-- Removed bunch of missing scripts
- Added a validation in XenonParticleScript
-- Hard code F12 to recenter VR
-- Merged inertia keybinds and navigation binds
- Gamepad navigation uses left thumbstick by default
- Added keybinds for navigation to Control Options (Gamepad direction is ambiguos on HOTAS currently)
- Added missing JoyAxis3
- Saitek gear change flipper is now supported
-- Added axis mappings so gamepad can navigate in command menu
- Bind gamepad input to command menu
-- Added action mappings for navigating and submitting in UI (hidden from menu until there's more than one application for them)
- Added custom navigation struct for command panels
- Bound UI actions to the Command Dialog so we can not use keys to navigate and submit on the command menu
-repositioned colliders as we were not able to converse with Ferris
-changes to damage system
- repositioned colliders so that it overlaps MRRM's collider
- changed the color scheme for damage models
-- Hooked up button delegations for issuing commands and closing the command menu
- Current command button will be set to active to indicate it is the current command
- Added Selection images for command widgets to indicate which one is currently selected (can't change selection at the moment)
-- Increased raw volume of main thruster audio
- Increased min attenuation of main thruster so we can hear it
- Moved the modulation range for main thruster up
- Removed obsolete virtual cursor flag
- Interaction raycast now always runs even when driving
- Fix entrance zone not working when the MiningSuit name changed (also improved performance in the process)
-Changes for Persistence system
-- Added lightning/mining turret on barge.
- Fixed laser muzzle effect remaining on after transitioning from attack state
- Changed the sphere cast hack fix to raycasting from the actual barrel of the lightning/mining turret to hit player
- Adjusted lightning/mining turret so that the lightning effect and light turn off when not in use.
-- Strafe acceleration resets if changing direction to make movement more responsive
- Added additional audio source for strafing so vertical and horizontal give strogner feedback
- Implemented sound offsets for strafing so the audio source positions accordingly to which direction you're strafing
- Modulate pitch of strafe audio based on acceleration to give better feedback and not be so monotone
-- Updated skybox info to test PBR
- Removed some unnecessary geometry
-- Removed oxygen timer from UI as it was requested a while ago
- Modified the HUD/Widget system to allow the MRRM to own a HUD and instance widgets
- Migrated the oxygen UI to use the HUDWidget system
- Moved xray cam and effect into more appropriate position
- filter out skybox and xray effect from xray cam to reduce clutter
-- Fix holo model tool pulsing not accounting for delta time
- Fix holo model not actually pulsing at all
- Fix laser tool holo model playing even if not selected
-- Modified local message system so the mining pc can redirect messages to the on board screen if flying an MRRM, otherwise send to visor
- Moved the warnings message queue to the on board screen
- Removed the warnings message queue from all visors
-- Cache HOTAS model in miningsuit for faster access when ejecting
- Fix access violation when ejecting and the HOTAS model being spelled differently
-- Fix potential crash with World singleton code
-Xterminators will shock player if player tries to give them orders. Can also be used for dialogues.
- World has temp property to control pre-flight check per scene
- Pre-flight check is now handled using distance math instead of a timer on the main thruster so faster MRRMs don't break late it can't be cheated by strafing/afterburner- Modified warnings queue so that you don't need the PC owner to draw
- Adjusted collision in cell so we can't walk out the door
- Moved the terminal down to account for the player actually being on the ground now
- removed any dependency of debt with credit
- made initial debt positive

Graphics Overhaul in Progress - Not Final Art

Recently the graphics have been changed to better support VR and to have a more realistic FOV and scale. During the process, we re-evaluated the cockpit, and decided it would be better to open it up more and reduce the obstructions, having less clutter, and only show to the player the data that is important at that specific time. Similar to HUD in advanced Jet Fighters, like the F-35.

We are also in the progress of optimizing graphics, so it will run faster on lower end systems, as we are preparing to port to PS4 and possibility Xbox One. NDi devs are in the process of changing our textures to true PBR (Physically Based Rendering) While giving Planetary Prospectors:ARM a more art stylized look, and metallic view.

Friendly reminder that we are giving points to Space Miners that find bugs and make good art or gameplay suggestions. Simply press R to take a screenshot and write a brief description. NDi will then be awarding points to the Top Space Miners.

Thanks for supporting us, and continuing to help make this game a great success.ːsteamhappyː

NDi Crew

Interest in Workshop

Hello Community, how many would be interested in building/creating user generated content and place it within the Steam Workshop?

Who would be interested in purchasing items, although not interested in creating content?

We want to weigh in the pros/cons of adding this feature to our Road map.

What would you like to create/purchase
-Mechs
-Spacecrafts
-Equipment
-Weapons
-Mining Colonies

Comments Thoughts?

NDi Dev Crew

Major Update Coming Very Soon!

Quick update, the NDi Dev team has been working hard on making new improvements. This will be another one of many updates that will be released.

Thanks for your support, remember to log bugs and suggest ideas with the report tool to gain points for digital and physical rewards .ːsteamhappyː

Happy Holidays

Clinton Bowman
nefarious Dimensions Inc.
CCO

Updated 12/04/2015 VR fixes, EMP, Xterminator AI, Friendly AI optimizations, bug fixes and more!

-EMP tool is up and ready to go. It can disable drones and turrets as well as damage asteroids and debris but consumes a LOT of battery power to use.
EMP tool automatically deactivates if neither collector or afterburner button is in pressed
- Updated some of the prison terminal for better visual clarity in VR
-Fixed friendly fire warning not showing up in demo scene.
-Fixed tutorial drone not getting reset properly in demo scene when drone kills player for going to far.
-Added tutorial Xterminator to demo scene. Broken tutorial state for Xterminator into three sub states for better management and added ability to reset from exterminate script.
-Added support to do something when a particular Tutorial tip starts to fade
-Added property to specify if cargo was collected or not
-Added new tutorial sequence to HUD_DemoMining prefab
-Added tutorial sequence for demo scene
- Further updated prison terminal with more visual clarity
- Experiemented with new fonts
-Tutorial Xterminator now respawns properly if was in scene.
-Improved movement on Xterminator while in front of player.
- Don't load image effects registry if using VR
- Added tool tip to come out of freelook
- Increasing airlock collider size so that its trigger exit gets called when MRRM is outside the airlock
-Xterminator now moves at same speed as player and has slightly smoother movement now.
- Major change in Tutorial System
- Tutorial tips can be loaded from xml instead of hardcoding in class file
-Fixed warning dialogue for Xterminator not showing up if other dialogue is playing.
- Fixed friendly fire warning triggering too slowly
- Fixed Xterminators not taking much damage because of the above
- Fixed turrets not going back to scan when not attacking player
- Replaced the Collectectible UI widget with a new message queue similar to the warnings queue
- All collected ore/water will play in the queue to give better perspective of how much is being collected (a little spammy so might look into just stacking the messages instead)
-removed log spam in Drill
- Bug Fixed - "Gold and Iron volume is desyncing after dying"
- clipped the click part from the gear change sound as it was too annoying
- Added a bit of fade out to the gear change sound to avoid multiple sounds stepping on eachother
- Added alternative Gear Down sound to reduce monotony
- Fix more compiler warnings
- Adjusted fade out layer to use scaled delta time so the initial lag spike doesn't affect it
-Optimizing flying MRRM collecting debris and stuff. Removed handicapping severe lag.
- Remove log spam
- fixed compiler warning
- made scene fade in longer to account for initial lag spike
- drill coolant sound registers as effects
- modified drill rock contact to play a random impact sound instead of playing the full stream
- Created split up and faded versions of the rock grinding sound so we can randomize it instead of restarting one giant stream
- Collection full sounds now register as effects
- Fixed water full sound playing when collecting minerals and vice versa
- More restructuring of the laser tool code
- Laser now cuts based on a fire rate instead of every update (performce gain) (balance fix for high and low end computers cutting at different rates)
- Disabled strong laser open/close anims as they were largely broken to begin with
- Weak and strong lasers now have ambient audio that can play together
- Weak and strong lasers now cut using the same raycast so holding both at the same time saves some CPU (the cut is just made stronger instead)
- laser flickering is now tied to upgrade system
- Initial restructure of laser tool logic to optimize performance and make audio/animation support easier (commented out until finished)
-If the drone is supposed to follow the player then it will warn the player to stop doing bad things. If player doesn't stop it will attack.
-slight performance fix - replaced List with Dictionary as Dictionary.ContainKey has O(1) complexity whereas List.Contains has O(n)
-Drone in tutorial mode can now distinguish between player in space walk mode and player in MRRM. Also now double checks main FSM scripts outside barge to make sure it's mining suit.
-Drone in tutorial mode can now distinguish between player in space walk mode and player in MRRM. Also now double checks main FSM scripts outside barge to make sure it's mining suit.
- Removed all the failing laser sound code
- Cleaned up some redundant laser tool code to make it easier to understand
- Positioned and assigned new Weak Laser audio source (not hooked up yet to play)

Plus about another 100 other bug fixes...

Thank you community for reporting the bugs, remember to report a bug or make a suggestion, press R and type in the bug or suggestion.

We will be tracking the reports and giving points to the reports to reclaim prizes later on.

NDi Crew

Next major Feature, Multiplayer or Building..?

Greetings community, the NDi dev crew have been very busy, fixing bugs, getting VR working again and adding more additional content.

We want to hear from the Community, to see what the next big feature should be, and why you want it, and how you would like to see it done?

Multiplayer, PvP perhaps? Or how about some type of base building?

If there is another feature that you would prefer to see, let us know and we will weight in, if it is feasible at this time.

We are planning our road map, so that we can have our Official launch to be next Fall, so we can make a run at some awards next year.

Since we are an indie company with no marketing budget, it is difficult for us to reach out and get sales, it would be really appreciated if you could share the store link with your friends on social media. If you can show a screenshot with sharing the link, we can have a draw and award an original unique prize to choose from.

The more sales we receive, the more we can add to the game and polish, and it would be great to start paying our developers.

We are also in the process of working with a marketing agency, and should be receiving a grant next month.


Thanks for your support,

Happy mining and space explorationːsteamhappyː

Clinton Bowman
Nefarious Dimensions Inc. (NDi)
Chief Miner / CCO