Hi everyone! This week I've been focusing on cleaning up the bug list, so let's get down to it!
Fixed a bug where tiles weren't resetting their body bag information causing incidents to not get detected.
Fixed a bug where cops were shooting infected corpses during the Incident phase, when they are supposed to be unaware of the zombie outbreak.
Opening the graphs now closes the overlays and vice versa as they were overlapping in ugly ways.
Fixed a bug where a tutorial popup would remain stuck on screen if going into control mode before starting the simulation.
Fixed a bug that showed midair tiles out of windows as areas that could be seen in line of sight.
Fixed more issues with screens appearing over the escape menu in certain situations.
Updated visuals of the Options screen.
This cleans up *most* of the serious bugs on the list, which means I can get back to adding new features once again! See you all in the next update!
Version 0.29.0 is now live!
Hi everyone! I've got something rather exciting this week!
I've added three new songs to the game! It now has a soundtrack, albeit a small one. Where previously the one song the game had played at the beginning then faded out, it will now loop through the entire soundtrack. I hope you like these additions and if not, the options menu still allows you to mute the music if you wish to listen to your own :>
I've also fixed a small issue where the flashes of bullet trails were visible on every floor layer, now the camera needs to be pointed at the right floor in order for the flash to show up.
Now I know you peeps have been asking for a roadmap, however the design and flow of the game changes so much that it's difficult to promise what will come next. Sometimes I work on different updates because I have some things going on in my life that means I'm unable to bring things out in the order I would like.
I do have a system for organising the project though! I use the MoSCoW Method where tasks are prioritized and worked on in order of importance. This is also where a lot of the user feedback I like goes in to. I look at it each week and decide which updates are the most important on the road to coming out of Early Access and working on that. This is why I've chosen to work on the soundtrack this week as I feel like the game can't be released until that is completed and it has crept up to the top of the list. Fixing the bug list is also a large priority and new bugs are constantly added to the list which require immediate attention and would interfere with a roadmap if I had one.
As for the soundtrack, I want to add more to it and will probably expand it as the game gets closer to release but I'm interested in knowing your feedback on how you like it.
Thanks for playing as always and see you in the next update!
Version 0.28.3 is now live!
Hi everyone!
I've been working on organising the project a lot this week. I have prioritized the things that need doing in order for the game to come out of early access and which features should be implemented by then. I'm not quite ready to give a roadmap yet as that's not really the way I work but things are coming along nicely.
One of the things that has bothered me for a while is when the UI has glitchy interactions across different screens. I've been working to try and fix these and have started with fixing issues caused when the escape menu is open.
Hopefully now the game should be much more robust when it comes to clicking around in ways that would have previously caused some issues. I would also like to ask you all to let me know in the comments if you encounter any issues where you find a button is not clickable. I believe this bug happens when screens are opened in a certain order but haven't found every combination that causes the bug yet. If you could include what you were doing and the steps for how you could reproduce the issue, that would be very much appreciated!
Other bugs that were fixed in this update include:
Fixed a bug where the UI would move around while trying to rebind keys. Fixed Q and E resetting to the wrong defaults when reset to default. Fixed a bug where dead corpses would show an alarm amount stat when they were dead. Fixed a bug where resetting a sim before it started caused a tooltip to stay stuck on the screen. Fixed a bug in the escape menu where the revert buttons were clickable when they shouldn't be.
Thanks for playing as always and see you in the next update!
Version 0.28.2 is now live!
Hi everyone! I've got a much requested feature for you this week!
I've added the ability to change the key bindings for most of the commands. Now you can set it up however you wish!
I've added some new buttons as well:
There is now a keyboard shortcut for moving up and down the floor layers as I've felt that was needed for a long time.
It took a while to bring you this update (so many buttons/UI work!) but it brings the game another step closer to a 1.0 release. If there are any other quality of life updates you wish for, let me know!
Thanks for playing as always!
Version 0.28.1 is now live!
Hi everyone!
I've added a new screen to the beginning of the game to help explain how simulations are set up for new players:
It also explains how the skip mechanic works and allows users to skip past the setup if they desire.
I know tutorials aren't the most exciting of updates for existing players but after watching some playtests I feel it needs to be more user friendly and this update puts the game another step closer to that goal.
I also want to add some prefab options on some of the different setup screens (especially the virus design phase) to show what can be done with the game.
Thanks for playing and see you in the next update!
Version 0.28.0 is now live!
Hi everyone! I've added a new feature this week that I think people will appreciate:
There is now a Skip Setup option on nearly every part of the setup process. If you are willing to use the default settings (it will also use the settings you used previously) then it will automatically skip through the creation process so that you can get into the action much faster.
I want to add a few more updates to streamline the setup process as at the moment I feel like it's a little too heavy up front for new players.
I want to add the ability to save and load prefabs of settings (and create your own) so that people can quickly get into new sims if they are experienced players without having to repeatedly modify the options.
I would also like to add a small tutorial just to show what the game is about, and this update is a part of the process of doing both of these things.
If there is anything else you'd like to see get changed about the setup process, let me know!
Thanks for playing as always!
Version 0.27.7 is now live!
Hi everyone!
I hope you all have a good festive season and a happy new year! I've had a little break but now I'm back and ready to add new content!
The first update of the new year is a bug fix. For some reason once I started up the project all the video files stopped working for me on my machine and simply played a black screen. After a few hours of frustration I've figured out that because the files were .avi they were causing an issue.
I've recreated the videos as .mp4 and now they should work correctly.
I've gotten a lot of feedback on the game over the holidays and I'm looking forward to bringing new content soon!
Thanks for playing as always!
Version 0.27.6 is now live!
Hi everyone!
I've added a new behaviour change that people have been requesting for a while:
When the police change into their quarantine phase they will put out an emergency broadcast that all civilians in homes or workplaces can hear, telling them to stay in their positions and await further instructions.
I've added an audio file for this broadcast that can be heard when zoomed into the simulation.
This makes the simulation a little more interesting as the people are being warned by media about their current situation and can act appropriately as a result.
At the moment all citizens in homes/workplaces will be alerted, but I might change this to a percentage later as I figure a certain amount of people might still be ignorant of what's going on in an emergency broadcast.
I also have some bug fixes:
I've fixed a bug where cops in police stations were standing still and not moving when they were out of ammo and there was no more ammo left in the station.
I've fixed the reset button that appears when a sim has ended not resetting the blood on all floors above the first.
Thanks for playing and I hope you enjoy the update!
Version 0.27.5 is now live!
Hi everyone!
I've added something new to the block editor that I hope you will like:
You can now designate certain rooms as rooftops. Rooftops will not have tiles placed on top of them in the building viewing mode:
At the moment this is a purely cosmetic change but this is also the beginning of part of a system I want to implement in coming updates. With designated rooftops I can have things such as survivors evacuating to a rooftop, helicopters dropping off military on buildings directly, corpses being disposed of by placing them on the roof, etc. I needed to add this rooftop system in to support these changes and now that it's done I can start working on how the AI uses it.
I also fixed a bug in the manual car driving update last week where zombies were able to get into vehicles and drive them. That is now fixed!
If you have more ideas for uses for rooftops, let me know and I'll see what I can add! Thanks for playing as always!
Version 0.27.4 is now live!
Hi everyone! I've added something that I know people have wanted for a long time this week!
Users can now manually take control of vehicles:
They can enter undamaged vehicles and exit them, as well as drive them around. I had to change a lot about the vehicle system to support this and it will need further work as I iron out it's bugs.
Users can use these vehicles to ram down windows, doors and humans using the double chevron icon to indicate panic driving, causing all sorts of new types of havoc.
This new addition allows for a lot of situations that weren't possible before so I'm going to have to adjust a lot of the AI over the coming updates to have them be able to deal with certain situations, such as parking a vehicle in the way of an exit. Vehicles that have been manually controlled are marked as such at the moment so that AI civilians won't try to drive them in buggy ways, but I'm going to be working on a system for this.
I hope you enjoy the update and let me know what you think of it!