Developing games has been full of ups and downs over the long years. Unfortunately in the past few years attempting to push on and work by myself in such a competitive field has generally not been good for me. With the reception of my recently games being unexpectedly poor, the income I have been getting from this line of work has stopped being reliable to pay my bills into the future. As such I have found a new career and decided to stop Flyleap Studios. This will mean that all our games will be taken off sale soon. I apologize to anyone who may feel I have failed them and I extend my warm thanks to anyone has enjoyed my games. I wish you all the best and God bless.
Feedback Wanted
I've put together a google form here https://forms.gle/k4VZEYnWTjQyveUA9 I would really like to hear back from those who've played the game for themselves about where you think I should be focusing my attention going forward in development.
Please help me out by filling out the form or commenting bellow Thanks and God bless.
Patch 9
Fixed issue where the motion controller hand model and actual location of grab would be very different, causing jolts in controls when first grabbing.
Made the mouse move the 3rd person camera again (requires controls added to defaults)
Twisting the joystick in VR now controls yaw/rudder
Fixed VR button for sprint being on wrong hand
Seat exit hit area now shrinks down to only the ejection handle while seated, prevents accidentally exiting with motion controllers
Updated getting into jet with quick camera fade instead of nauseating slide
Fixed issue where re-enabling 'seated mode' wouldn't bring the seat height offset back
Updated Jet 'startup' checklist to be better and clearer
Improved 'water world' planet
Pulling trigger of motion controller while grabbing onto the throttle should now launch a flare
Made players spawn in fastest running state (sprint)
VR main menu now considers head direction when opening
Added 'VR Center' button to main menu
Fixed various formatting and terminology issues with menus
Updated Title screen menu scene for VR to include a model of the jet
Conformed all 'Back' buttons to look the same
Patch 8 - Orbital Content
[previewyoutube="rFS8hL1I-2c;full"]
New 'Teleport to SPACE' option in 'Developer/Debug' menu
New Title screen UI, allowing hosting and joining games more easily
Allowed hosting alternate worlds and modes in new UI
New Space Plane vehicle
New Space Port in asteroid belt above home airfield
Prototypes of carrier landing in the new water world map, flying vehicles now have a 'Clamp' switch for docking onto moving vehicles while stationary (relative to platform)
Sneak Peek at Planned Upcoming Vehicles
[previewyoutube="fb2dMD4aK_8;full"]
Here's a very early look at some of the vehicles I would like to fully implement into SKYSCAPE one day. Most of them are very rough designs, helping me judge their scale and layout.
From start to finish we have the Jet, which is already playable, then the Zero-G racer/fighter spacecraft, then then a simple car, a mech, a hovering/VTOL dropship, the orbital space plane and finally the flying aircraft carrier.
the space plane has received a bit more modeling work than the other new vehicles. Which one are you most interested in?
Patch 7
- Added ring of asteroids around planet
- Fixed issue preventing vehicles spawned at run-time from being pilotable in multiplayer
- Improved sync of vehicle system in multi-crew (there are still some important things NOT sync'ed such as damage to vehicle parts)
- Fixed 'get into vehicle' animation appearing broken in some multiplayer situations
- Reworked suspension code to no longer oscillate at low frame rates, be harder to buckle landing gear and fixed issue causing vehicle damage on spawn
- Added debug option to repair and respawn existing vehicles rather than creation new ones
- Improved terrain
- Fixed cockpit wind sound continuing to be heard when outside of vehicle
- Prototype work on new Space Jet
- Fixed issue that was causing players to be launched after teleporting to friends using Debug menu
- Re-worked ladder climbing controls
- Added APU status information to ENG page
Patch 6
-BIG performance improvement! -New terrain work, added new detail meshes and increased height of mountains -Added new sound effects, improved old sound effects -Initial Implementation of Vehicle VOIP Radios (Set your radio to the same frequency as another vehicle and press the new VOIP button to transmit) -Worked on multiplayer sync of vehicle systems (radar locks, map zoom, TPOD) -Made gravity attenuate with altitude -Added Atmospheric pressure dynamics (turbines push more air in higher pressure air but also experience greater drag) -Made cockpit lighting color knob change the color of helmet mounted HUD also -Lowered volume of interface sounds in main menu -Added highlighting to invalid axis binds in Controls menu -Flares now illuminate the world -Made start-up checklist update to show when APU and Turbine have been turned back to Off state -APU no longer automatically turns off when no longer needed but APU sound now gets 'drowned out' by main turbine -Reduced difference between head look sensitivity and joystick sensitivity (with mouse) -Lowered default mouse sensitivity preference -Fixed various small bugs
Patch 5 - MULTI-CREW BEGINS!
MULTI-CREW FEATURES
-Reworked Entering/Exiting vehicles, now done by pushing the interact key on a specific seat
-Added second functional seat to back of jet cockpit
-Added multiplayer synchronization of buttons and switches
-Added multiplayer synchronization for movable crates
-Added deployable ladder for entering jet
-Improved animation replication for sitting animation
OTHER
-Texturing/Mapping of Landing Gear and Canopy
-Launched projectiles now start with momentum of vehicle
-Pilot heads now visible in 3rd person view
-New canopy glass materials
-Fixed audio levels not loading in main menu
-Fixed default binds not loading in fresh install
-Fixed client players not spawning next to host player on joining a session
Patch 4
Texturing/Mapping of Jet
VR hands are now animated instead of static
Fixed wobble issue in non-VR character model while seated in vehicles
Fixed bug that was preventing deletion of newly added control binds
Fixed RWR and radar displays being unstable
Fixed inverted behavior of AI ball instrument
Improved formatting of VR calibration menu
Added new step for VR players in tutorial where you can calibrate your avatar in front of a mirror
Replaced hands and wrists in character model
Patch 3
Significant performance optimization
Fixed volumetric clouds automatically disabling for non-vr players (should now only disable in VR)
Added default VR binds for moving Target Designating Crosshair
Added new graphics options for disabling or enabling 'Contact Shadows'
Fixed wheel suspension buckling when rolling over small cracks
Fixed spelling mistake in tutorial text
Improved appearance of loading screen slightly
Adjusted the brightness of Night Vision overlays
Adjusted cockpit buttons to have a deeper press for better interaction in VR