I'm actually going to have to postpone the weekly update this time. I've made a few changes and fixes, but the bulk of the work has been on breaking the game into more levels. To do this, I pretty much had to break the game to rebuild it. From my tests so far, performance has EXTREMELY increased so far, so that's pretty exciting. The flow will be broken up a little unfortunately, but with some of the areas being broken up, I can expand those areas and add new content much more easily. I already have quite a few new areas designed and SCPs to add in them!
I do think I'll have the bugs fixed by next Friday with the new level stuff, plus some other things (a new utility SCP for Safe Storage. I just don't want to post broken content to the public and get hit with all of that backlash. If the new content is something you're really after, you can join the BleedingEdge beta branch, and I usually have the details for the changes on the discord.
Thanks again for all the support and ideas, it all gets considered and often put on my list to slowly add!
-Mahelyk
Update V 1.1.2.3 and News
Hey guys!
This week's update list is much shorter than I typically do, I was just really busy with army commitments, my fiancee's birthday, my day job, and other real life things. I'm normally more free, and I essentially only had 3 days this last week to work on the game.
I'm also going to be posting updates on Fridays so people can play with the new content over the weekend, this just makes more sense to me than a boring old Monday update.
More news on this next week's plans after the changelog:
V 1.1.2.3
-Added ability to take power from other found flashlights (Scales on difficulty)
-Expanded flesh growth by 4 node areas
-Added SCP-REMM
-Increased TELR respawn timer by ~50%
-Fixed Steam achievements so they should pop up instantly
-Added The Quest Begins Achievement
-Replaced plant model in Dr. Slate's that looked like SCP-OSPA to reduce confusion.
-PESK Queen will no longer get on/under/too near the lift in Safe Storage
-Made the Queen's attack area lower and smaller/realistic
-Added slight flashes to normal pick up items (Keycards, batteries, pills) on easy and medium to help people see them/learn locations
-Figured out/fixed the likely cause of some papers not saving. (seemed to be only papers from filing cabinets, as I had it set up wrong)
-Fixed the bug where player can load into main menu holding old inventory, possibly resolve some other issues
-Fixed Safe Storage lift sounding like its moving if trying to move to the floor it's on.
-Updated CESS's death text.
-Updated the jumping off point for suicide so it should kill you for sure.
-Can no longer open inventory once dead
-Fixed a possible reason for the failsafe count to be wrong for the end stats.
-Increased font size for VR subtitles
-Moved the window order on Dr. Gerald's computer so text isn't blocked
-Started on major rework of level loading system to break off some parts of the map to help performance a great deal, and to add new areas in the future.
-Updated some sounds
-Fixed TELR animation
-Added REMM to end scene
-Added PESK Queen to end scene
-Started SEUK entire AI rework (Not finished, so no changed til next time)
-Edited a spot in Sublab 11 where someone got stuck, unable to reproduce the effect now
-Designed 2 new utility SCPs to add soon.
-Added new fan art
This next week's plan may be a bit slower. I'm wanting to heavily improve performance, so cutting the level into smaller levels will help, and let me add more new areas and content. The system for this will take time due to reworking some base systems, so I'll be on that this week. I also plan to entirely rework SEUK's AI so it's more responsive and won't get stuck/camp you. Other than that, I'll be fixing all the bugs you guys have reported that I haven't gotten to, as well as adding in suggestions some of you have posted.
Thanks again for all the support you guys!
First quick update and news
Hey all, so here is the first quick update/changelog, and then a sample roadmap. I'm going to try to do weekly updates with fixes and new content, opposed to updating every few days like I did in the Beta (that seemed to annoy some people).
V 1.1.2.2 -Removed card left at High Velocity Cannon
-Fixed SCP-IEMP stabbing you while crawling/scuttling away
-Updated some info areas to show that Early Access doesn't have Story Mode in yet
-Fixed the audio firing twice with TAS
-Removed the "Hold Left" "Hold Right" buttons for flashlight for now
-Updated credits
-Made the test computer in the main menu less confusing
-Removed line from OSP that mentions waiting for the "full game"
-Updated disclaimer that mentioned it was in Beta still.
-Fixed the view distance not saving correctly
-Added "Access denied" to button in flesh observation
-Fixed the one vent in the maintenance tunnels that could be clipped into.
(Kudos to the guy who had the stones to try to crawl in to that scary one to report the bug.)
-Make the UI pointers for VR appear near PIN pads that were missing, like the Rings of Eden
-Increased base walk speed by 25%
-Added new submitted fan art
-Removed the black box from VR UI menus
-Gave TELR a 2 second delay after going into rage mode to help player have a chance to flee
-Fixed CESS damage effect in Observation D
-Fixed PESK from punching when stunned
-Increased time between random punched for PESK
-Decreased PESK punch radius so less likely to get hit through doors
-Radios now make loud noises, alerting SUEK
-Cried a little
-Possibly fixed documents not saving properly. I am unable to recreate, so need feedback if it's still broken.
-Set up the big warehouse door to be open sometimes randomly for variation for new players
-Fixed Stupendium's log in the warehouse
-Laughed in secrets as some people solved the safe riddle and ones after, and other didn't yet.
-Fixed subtitle setting to react more quickly when pressed
-Added VR Subtitles and Objectives (give me feedback if this needs tweaks)
-Fixed VR keycards opening higher level doors
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I addressed most of the bugs or ideas reported, but there are some that will take a bit more time and I'll try to get to soon. Here is a roadmap for some of the things I want to try to hit for next week:
-Behind the scenes work on the story mode.
-Optimization.
-Desktop controls while in VR.
-Fixing the VR interaction with the chair in the main menu (not sure why it only works in the testing and not in packaged game)
-Taking battery power from flashlights in the level.
-Fixing further bugs and ideas/tweaks turned in.
-Possibly a new roaming SCP.
-Possibly new utility SCP (think teleportation)
-Expanding the flesh growth to more areas.
-Starting some of VR overhaul. Primarily Vive since that's all I have to test with, I can't really afford any others to work on.
-Design and possibly start on new map areas.
-Other things that are brought to my attention.
If you have suggestions or issues, feel free to hit me up with them! I want the game to be the best it can be for you guys, after all.
Thank you all,
Mahelyk
SCP: Blackout is now out!
Attention all D-Class, Foundation staff, horror lovers, and secret hunters, the game is now out on Steam!
It is Early Access, so there are a TON of things I still plan to add, fix, and polish. Steam reviews are awesome and really help, but please feel free to leave notes on things to improve on. I promise I'll see them all and do my best to make this game as good as it can be.
Expect a ton of updates and content to be added over time as well.
And finally, thank you all so much for all the community support and ideas you've helped with. I couldn't have done it without you!
Upcoming Launch, Demo Update, and New Trailer!
Hey guys and gals,
It's been a while. Been working hard at expanding the map and mechanics for the Official Launch on August 9th. The full game now has over 10 SCPs, a map 4x or more the size of the demo, and a butt load of polish added.
If you want to see some of the new changes, I finally updated the demo. It is literally a portion of the new game, so it should be totally different. It even has some secrets to find!
Also, here is the new trailer! I'm actually pretty proud of it!
Here are some bug fixes for the issues I've gotten so far. There are also alot of good ideas I've heard and plan to put in the full game!
V 1.01
-Fixed a bug with keycards where they had a chance to actually not spawn
-Typo fixes
-Added UE4 Splash screen
-Removed some stuff saying it was still alpha
-Fixed bug where VR sometimes stays in slowed time when exiting menu
-Fixed bug where Oculus couldn't run
Demo is Out!
On the story page, the demo should be downloadable on the right side of the page, a little bit down from the top as a blue button. Hope you guys enjoy! It is playable in both VR and Desktop. To use VR, you have to click on the hand in the main menu.
Possible Free Demo Delay by Up to a Few Days
The demo should be up shortly, just waiting on the return of the review from Steam. Everything checked out the first time, except I forgot to check two small boxes hidden somewhere on a random page, so the free demo should be up as soon as that comes back!