Tutorial Release, Save Points, Performance Increases, a New Game, and more!
It's been a while for Blackout, but a new update is out!
Along with a massive back end change to the loading menus, a bunch of fixes, some performance updates, and other the tutorial is finally done and out! Who knew tons of custom made UI movies and dozens of voice lines would take a while to get done?
The tutorial isn't super long, but there is a short story and two endings, along with two more collectibles to...collect. The tutorial currently is designed for desktop. VR will be coming, but we do have to redo a bunch of the videos and lines to fit, so....
Some of the changes:
Tutorial mini-story!
Bug fixes!
Saving system, just find a console (one in each area), and you can save your progress. If you need to leave, or die, just reload!
New animated level transition/loading system. Sounds small, but it was actually a massive amount of back end work, entirely redesigning the way the game loads and saves areas. So now there shouldn't be any game freezing/crashes when loading levels, along with other bug fixes. Plus the animated screen looks cool!
You can now break mugs when you throw them, because PHYSICS!
A bunch of other small stuff like bugs and QoL improvements I've forgotten!
Other big news!
I usually live stream development on Blackout and other games each week, so feel free to follow and watch and/or ask questions! https://www.twitch.tv/mahelyk
I took a week off my day job to make an entire new game! The DreadX Collection took 10 solo devs and gave them a week to each make a horror game. I used my week to make Outsiders. If you like horror games, and have $7, you can get 10 whole horror games! ($2 of each sale goes to charity also). But, if you are interested, I'll post some links under this.
Hey guys/gals, this update has been slow coming out due to me being in a work accident. I healed up, but it took nearly a month for me to be able to get back to work. There have been a lot of small changes and fixes, and a good bit of stuff i did but forgot to write down (as usual). Most of the work has been behind the scenes, like the story and tutorial, but you'll be able to notice some of the other changes (new collectible system, map change, performance, ect). Here are some of the bigger summaries, followed by the changelog.
-A lot of small changes and fixes have been added, be sure to check out the changelog on Steam or Discord if you want to see them all! -Most of the time has been doing a ton of work on the tutorial. It's not done yet, but its coming along well, and I think you guys will like it once it's done! -I moved the warehouse/transit area in to their own map and reworked them a bit. This should help performance in Zone A -Added the Collectible Room to main menu, and added the trophy system. It is currently bare bones, you can only get trophies for batteries and pill usage, but there are a ton of other trophies/collectibles planned to be added.
V 1.3.4 -Turned off xmas as default -Desktop pain HUD will go away after a bit once at full health -Decreased desktop pain size on HUD -Fixed T-pose in S-11 -Added DELP egg -Added checks so you can't use items while paused in VR -Removed hand collision with flashlight -Added a bug report button to the pause menu -Moved the transit areas into their own map to increase performance -Finally found the cause of the second dot on screen and removed it -Expanded warehouse to fit transit level redesign -Fixed VR breaking if you pick up two papers at once -Added door physics for doors in VR -Added collectible/trophy room -Added collectible framework -Halloween music should be able to be controlled with music sound volume -Fixed Guard room computer not working -Fixed walls in archive with no collision -Removed floaty eyeballs near body in transit -Made a small change to possibly reduce game freezes during level loading (need feedback on it) -Added flashlight outline if drop in VR -Fixed failsafe ending button freezing game -Fixed document issues with new documents -Added interior counts for pills, batteries used, deaths, ect (Trophies will have to use these counts, so may not be synced with steam achievements) -Added collectible trophies for batteries -Added collectible trophies for pain pills -Fixed typo -Added mechanic for VR hand to not snap hand completely, but leaves a "ghost hand" so you know where your hand actually is. -Fixed the gas can noise delay when dropping it. -Fixed baby spawns on new maps -Fixed not being able to escape on survival -Music will play when loading into Zone A -Fixed baby stuck in corner in warehouse
Back to work after almost dying!
So for those of you who don't know, I was in an accident at work. As an electrician, I was working above an automated garage door that wasn't allowed to be kept off properly. I can't really talk about details, but it eventually went off while I was up there. At the top it stores it in this spiral pattern, so when it went off it caught me and pulled me in to the spiral and crushed me in the like 4 inches of space. After a few seconds the pressure knocked me unconscious. Thankfully people were around and someone was able to open the door. It dropped me like 10 feet on to my head, but I was out. I came back to consciousness and was taken to the hospital. No broken neck or spine thankfully, but I did get a several inch gash on my head that was stitched up, a few broken ribs, and bruising all over and some damage to the muscles on my back.
Anyways, I thankfully didn't die, and I've been healing up at home the last two weeks. All the medical bills were covered, so no worries on that either. So now I'm not exactly fixed, but I'm doing well enough that I feel up to getting back to work on Blackout, so after a long delay some new updates and fixes and content should be coming out before too long!
TL;DR Got some ouchies, but now I'm working again.
Update V 1.3.2
Quick fix from some things people reported or wanted. This next update may take a bit as I focus heavily on fixing performance issues and optimizing so people can play better, so I wanted to get these changes out first.
V 1.3.2 -Fixed various reported bugs -Added VR height adjuster in main menu -Slowed down VR movement -Decreased center dot brightness -Changed VR rotation to eased snapping -Removed keycard indicators on Hard and Blackout -Reworked the dead bodies, will now highlight to show can be looted -VR can now loot bodies -Added more D-class -Updated/fixed the end run level -Fixed slight subtitle bugs where names appear or dissapear at wrong times -Added intro subtitles for prisoners -Added intro subtitles for cinematic -Added gas can mechanics for generators -Fixed warehouse door from being able to open after already opened -Redesigned warehouse a bit
VR Overhaul, Awesome New Intro Redesign, and Christmas!
IT IS TIME.
The new major update is finally out! Featuring a major overhaul for the VR systems (More to come yet though as we add new mechanics). There are now functional controls for the Valve Index, Oculus, and Vive. A new cinematic sequence with some big level reworks (more to come, as we've seen how cool it is and plan to move the game direction to more of that. And lots more in the patch notes below. I think you'll like the changes, and a bunch more like it (along with new mechanics, puzzles, SCPs, and story) are to come!
Also some minor Christmas stuff, but we didn't have the time we needed after adding the other things. We also had an awesome Christmas song coming along, but the audio files got corrupted at the last minute and we lost it all. Aw well, next year I suppose.
Merry Christmas!
P.S. We are big enough that we're comfortable attempting to add some "real" SCPs from the wiki. If you guys have any suggestions, throw them out in in the forums for us. A few notes on that though: -We'd prefer to use lesser known SCPs -We would need the authors direct permission -The SCP has to be able to blend with gameplay, or possibly be visible in the background -Make sense lore-wise (Site-50 is an intake facility, so there would mostly be only brand new SCPs. But Site-50 is also a transport HUB, so they could be moving between facility when the breach occurs) -We would likely need a way to buy the models and animations, as we have no modeler or animator. This has been the primary limiter in the past, but maybe you guys know of some hidden gems we could somehow use!
V 1.3.0 VR Overhaul -Added SteamVR Plugin integration -Added custom controls for the Index. -Added ability to drop/throw flashlights -Fixed it so if you are already holding a flashlight, you take the power instead. -Reworked card pick up and spawn look -Added hand holding card, and polished it so it matched animations -Flipped card spawn in left hand so you can read it -Added finger reading/animations for Index -Custom fit hand position for index -Added VR door grab/open interactions for cabinets and doors -Added lever grab and pull interactions -Added valve grab and rotate interactions -Added UI icon above keycards so they are easier/quicker to find -Added physics opening to stall doors in bathroom for VR -Converted difficulty selector to be VR controlled -Added VR controls to the seasonal switch -Added VR controls for filing cabinet drawers -Added VR to the HVC levers -Added VR touch buttons to warehouse lift -Updated things to be able to be picked up: -Paper Binders -Cans -Keyboards -Calculators -Plastic Cups -Mice -Redesigned new intro map area -Redesigned and rebuilt lobby -Added new lobby music -Redesigned and updated most of the map in various ways -Relocated D-Class bathroom -Designed and added new Staff/guest bathrooms that make more sense -Changed VR UI interactions to be based on sight instead of ugly hand method (Likely to rework UI still) -Changed VR UI size to look better -Changed spawn location of VR UI to feel better -Changed mechanics for vent creatures dropping so there is a cooldown if you hear the warning and leave -Added whole new intro cinematic -Added SCP-TELR instance "Zero" -Added D-class body design to add in future -Removed old staff bathroom -Added starting note to alert people to being able to skip intro -Added D-class conversations when starting level -Finally fixed sprint from draining when standing still holding shift -Edited some materials to reduce that ugly shine in darkness in VR -Fixed Halloween prop load in to help performance when not in Halloween mode -Added Vive SteamVR controls (untested since my vive won't work anymore) -Redesigned main menu a bit for future Tutorial, and to get in to game faster -Added physics opening to bathroom stall doors for desktop -Added little pulse animation for pause menu UI for polish -Removed camera shake for VR in intro -Added dark Christmas background music -Optimized materials on many more models -Finally fixed power level bug when entering/leaving levels -Turned off camera shake for damage hits in VR -Fixed flashlight not being functional in VR after going to new zone
Back from the wedding/honeymoon, now the VR overhaul begins!
Now that I'm married to the girl of my dreams, it's time to start the long awaited VR overhaul. I'll be working on just VR for the next few weeks (or month, if it takes a while) to overhaul the VR interactions, the VR UI, adding/reworking controller support for the Vive, Valve Index, and Oculus Rift S. Soon, the game will be where a VR game should be.
We will also soon be doing weekly dev blog videos, including Patreon shout outs and events!
New Spooky Halloween Update!
Happy October you dirty D-Classes.
I come bearing tricks and treats! Along with some bug fixes and updates, I gave parts of the game and some enemies a new special look, some nice new music and sounds, and bit of dark secrets and fun bits to find!
If you don't like the changes (or if it's too hard on your computer with the new stuff), you can turn it off with a switch in the main menu.
I didn't really get to do as much as I had wanted with the wedding stuff coming up, but I'll be trying to fix some bugs and adding story content behind the scenes in the next weeks. Then once I'm back in November, I'll be spending it all reworking unique controls for the Vive, Index, and Oculus Rift S. I'd also like to overhaul the VR menus, VR mechanics, and other stuff to bring it up to par to where a VR game should be.
Here is a brief change list. I'll be honest though, I forgot to write down a lot of the stuff I did, so there is more done than meets the eye.
V 1.2.0 Halloween Update -Added Halloween themed changes (A bunch of stuff) -Added switch near start in main menu to turn Halloween changes on/off -TELR Halloween change -PESK Halloween change -Some decorations in common areas (Main menu, break rooms, ect) -New Halloween mode music -Added new fan art -Updated credits with the names I've been given -Fixed flashlight upgrade removing when loading area -Fixed the power resetting when entering new areas -BEHK spawn Halloween change -SEUK Halloween change -Added fancy new computer visual effects thanks to Nexgenanim -New Halloween achievement -Added more failsafes to prevent SEUK from screaming endlessly -Fixed SCP-EERN's computer from typing way too loud
OST Volume 1 is released!
Hey all!
I'm very excited to present SCP: Blackout's Volume 1 OST release. All of the work was done by Jory Stultz putting it together, and music by him and all of the amazing artists who helped! I will include the release trailer and link below!
Also, I've been working and fixed some more bugs and content in the last few days. I plan to shift back to the story mode again next. I may or may not have as much time to work on the game coming up. I'm starting to get in trouble for not helping on my wedding that's basically a month away, so... priorities. But I'll continue to work on the game anyways (Except for the honeymoon of course!)
V 1.1.2.6 -Added music to TSCA HUB -Lowered card swipe/log in sound volumes -Updated some switch sounds -Fixed up some sounds that didn't have the right modifiers on them (I.e. SFX sound setting should turn them down, or music not being effected by music option) -Added sound to picking up mug -Added new sound for picking up keycards -Added sound to opening metal cabinets -Fixed the storage closet relocking if you were able to unlock it and left map -Finish soundtrack steam page and upload, waiting on Steam to approve it for launch. -Failsafe code should now work even if you leave Zone A and come back -Oculus VR should now be able to run -Fixed VR going in to slow motion (Can't test but pretty sure) -Fixed Flashlight not working on loading new level in VR (Needs testing) -Reworked SEUK AI a little, shouldn't get stuck roaring -Fixed Harman's lines not working in Massway and Safe Storage -Finished OST, Ready for release
Update finally done, all caught up!
Hey all,
it's been a long few weeks working on the back-end changes. There is still more things I need to do, like the AI, but that would take another week on its own. I found out, after it was too late, that there was occasionally a game breaking bug, so I closed everything back up, got things running again (as far as I can tell), and got the issues fixed.
That being said, there have been a lot of system changes. Ideally, you guys shouldn't notice much difference. But if anything seems wildly different or broken, please let me know so I can patch it up!
The patch list looks pretty short, but that's because I didn't write down all the things I did (I forgot). I do still plan to focus more on the story side before I add more new content. And the VR is a bit broken right now. I'll fix a few things, but the major VR overhaul should come in November after I can get the Index controllers and just do everything at once!
Also, Jory is still hard at work finishing up and polishing the OST, and it's freaking awesome!
V 1.1.2.5 -Added system to fix VR flashlights not spawning in hand. -Began reworking/cleaning up/optimizing big parts of code, should help lower CPU usage a good bit. -Updated lighting power failure a little. -Reworked sound system due to code changes, some things may be off for a bit. -A ton of random small things I didn't take down with the 3 weeks of back-end code changes. -Update the auto lights so they should fade in quickly instead of a snap -Fixed some typos -Figured out and fixed the game not resetting properly -Figured out and fixed getting stuck in maintenance tunnels -Fixed being able to clip out in vents -Fixed card not swiping if you spawn it too close to pad -Fixed some documents that weren't saving to collection -Updated flashlight Glitch sound -Updated battery use sound -Updated pill pickup and use sound -Added loot sound -Sped up SEUK roar and attack.
Another Friday Update! Performance increase, and new SCP
Hey all,
It's Friday, and time for another update! This one has some big changes, breaking the level into smaller parts for performance. It should help a lot, for desktop and VR. But I still need to do more, and that'll likely be my goal every week endlessly. There's also a new SCP, and some area changes.
For the next few weeks I'm probably going to be shifting to working more on the story mode instead of new content. I'll still be fixing bugs and such, but overall you won't see as many new things. There may be some new machines or mechanics that seem random, but they tie in to the story mode.
All in all, this level system took a whole lot of time and work, especially with the limited time I have due to my day job, but now I should be able to add new areas and content much more quickly when I need to, and I do have plans for whole new areas and SCPs in the future. I also still plan to revamp all of the VR stuff, but I may wait until I get an Index so I can do all the areas at once.
V 1.1.2.4
-Fixed a flesh area that started already grown
-Removed annoying collision in flesh testing lab
-Fixed the bug on the mechanic where picking up new flashlights takes away power on hard and blackout difficulty
-Set so flashlight comes on automatically when new level is loaded.
-Fixed the IEMP breach announcement to be site wide
-Fixed SCP-VEMT that wasn't able to be picked up
-Possibly fixed the occasional moments where player was effected by invisible CESS
-Tweaked SUEK AI, found a spot/reason SEUK sometimes camped out
-Level mechanics so Safe Storage is its own level for performance gain
-Added slightly more varied spawns for REMM
-Updated credits and keycards with new donator names
-Fixed the plant from being walked on by babies
-Fixed spot where you could get stuck on stairs to maintenance tunnels
-Reworked switches in maintenance office so you don't have to hit one at a a time.
-Removed CESS from EERN's containment so people don't get them mixed up
-Updated Queen Baby movement a little
-A bunch of other small changes, but I forgot to add them and I don't remember them anymore.
-Changed damage from CEHM to be better lined up for when you wake up
-Added SCP-TSCA
-Revamped outline system
-Upgraded VEMT's door
-Updated SCP-IEMP's attack code so players shouldn't sometimes randomly take damage after it hits them.
-Added start for offhand system (Q to use offhand item)
-You can now throw mugs for whatever reason.
-Reworked SEUK perception system, should offer slight performance boost. Also, now hears radio and mugs.
-Fixed REMM not moving (It was due to the perception system rework)
-Crouching now moves you more quietly.
-Lessened strafing speed
-Possibly improved times SUEK gets stuck (Player was blocking the path out, so navmesh was failing)
-VR can now take power from flashlights
-Increased the sensitivity of door scanners. Slightly more performance heavy, but may help detection in VR
-Removed outline from papers after picking up
-Fixed PA system saying power level each time level loads
-Fixed the Sublab 11 door re-closing after Harman opened it if you go to a new level and come back.