Attention Everyone, the current state of the game's documentation and lore has reached a point to announce that this game will have many different styles of media attached to it, and most importantly:
>This game will have a very big Custom Universe attached to it, it's no longer attached to the original story lore-wise, this is a full alternate timeline to ours with many parts and events before Daybreak, and many parts and events after.<
This is a very exciting announcement as many things will be launched at once eventually, which means everyone here will have a LOT of content to go through!
The radio silence the past few weeks has been rounding up lore and drafting the first proper documents for the Start-to-finish game.
As of now, we're on good track, with a few delays, but me and the Creative Director/Story Designer have been working really hard!
Many new things planned! Remember: currently only two people are making progress in-engine, while everyone else has out-of-engine jobs, this will take a long time due to nobody really making a game set in daybreak in UE4 before.
We Love Sunrays! Why? well, because they look nice.
and also because Daybreak is getting a big update with updated lighting and improved Performance. ....eventually.
We mostly have all features released, however there's only bugs left, which somehow BREAK notes and Radios.
Physics Interaction Reworked Headbob Controller Support Redone Options and Credits Randomly Generated Door Code and Note Spawning!
...and we somehow fixed the keypad.
alsooooo
NEW DEVELOPER INTRODUCTIONS!
Ratchet - Programmer handling most of the features of the update.
Simplexityy - Co-Director of this fine project
Meep - Guitarist (hell yeah)
Monolith Worshipper - Story Designer
Our Studio is now up to 11 People!
(only like 2 doing the actual developing, don't get any negative review ideas (lol), still short on much, but we don't need much more!)
aaaaaaaaaaaaaaaaaand it's time for level design.
Site-52 (the site the game takes place in) is large, larger than SCP:SL's site, and SCP:CB's site.
and all of the SCP:5K maps, lmao. so i (Squiffy) have spent a TON of time just designing each sector of the game area, and outside areas that are unaccessable
because i love detail. meaning the game will have MUCH passion put into level design, entirely done by me (Squiffy) yeah, that's right, only one dude is going to be responsibe for the amazing levels upcoming.
now the game is on a bit of a pause as the Programmer is taking a small break away to work on some VR game, funny right.
damn, nobody was laughing. anyways... More next week!
SCP:Daybreak Redux Update v0.1.0.1.1
Alright, here's some bug fixes from the Redux Release.
v0.1.0.1.1
- New Crouch System (thanks to Ratchet, new programmer), now prevents clipping through map.
- Death GUI not dissapearing fixed
- Respawning tweaked.
- New Resupply Crates added for Save Station Respawns.
- Minor Environment Tweaks and Changes.
- Character Flashlight Adjusted to be better and cleaner
- Character made slightly shorter, but eye's slightly higher.
- Credits Menu Redone
- Version changed on Main Menu
- Improved "Coming Soon" Room at the end of current Chapter 1
- Textured some items
(Things planned for tomorrows update)
- Giving more hints towards Chapter 0 flashlight location
- Lengthening Chapter 0, adding new content
- Starting work on continuing Chapter 1
(Updates for the week)
- reworking Head movement
- getting a GitHub Server Working
- Adding Custom Events to environment
SCP:Daybreak Redux - Update 1/3
The start of the REDUX Update has officially begun.
I've spent alot of time this week just crunching and building stuff, and I've got a very basic and Rudimentary version out, but at least it is something.
I hope you all enjoy the ne features, and the refreshed map and new maps too.
Prepare for the start of a Major Update, Tomorrow.
Note: this update will be constantly improved and changes as fast as possible, this release will be a testing release, and hopefully by the end of the week, the update will be fully cleaned up and fixed.
SITE-52 IMBOUND - REIMAGINED
Fear The Light.
The entire first part of the game will be available in nearly a Month, including a full Intro, with the most effort put into it so far.
Including;
IMPROVEMENTS:
Remasters of Existing levels
Redone Lighting.
Redone Landscape Materials
Redone Main Menu
Several New OST Tracks.
NEW CONTENT:
4 New [INTRO] Levels. Full Intro [Pre-Event]
Revamped Story
DLC and Achivement Support [Work In Progress]
April 12th - May 1st will be the period of Massive Updates and Fixes.
[PLEASE NOTE; APRIL 12TH WOULD BE THE PLAYTESTING RELEASE, MANY THINGS MAY LACK DETAIL, BUT OVER THE COURSE OF A MONTH, IT WILL IMPROVE. IT WILL FULLY RELEASE ON MAY 1ST.]
Slow Progress, but Progress
Yup, here I am again, just writing all this down when I'm supposed to be WORKING on the game.
It's been a while since the last Post.
For Reasons, Specifically School and Personal Issues, but here we are.
So, May 10th is going to be the FINAL Update for Alpha Release. -and then, it's...
July 23rd, 2024.
Full Early Access Release.
You Heard it, RELEASE!
This first half of the Year is going to be the BIGGEST in SCP:DAYBREAK HISTORY
Anyways-!
I'm Currently working on the PRELUDE Section of the game. Pre-Event.
It's going to be very interesting, get ready...
Fear The Light.
- Squiffy
Setting a Foundation for Playtesters; and Development Changes
Hello Everyone, this time it's an ACTUAL Blog post, instead of a Usual "Incoming" and a hint at what's to come.
We're going to talk about PLAYTESTING and DEVELOPMENT CYCLES Today.
--- Testing Builds ---
Dear Playtesters (Looking at you Zeno)
I would like to Present what Different versions of the game Mean, and how you should take into account their features.
- PRE-ALPHA -
- Environment Build / A Build that focuses on the Environment and Atmosphere, A Very Common one, will not have many puzzles involved, and will focus on designing the levels first.
Critique how the levels look, if there's too much stuff in one area, or too little in another area, send all these in BUG REPORTS in the Community Hub. In the current version of the game, what would you like me to improve or change?
- Lighting Build / Usually a Lighting test given to the Public to see how well we could Improve the Lighting (Sunlight, Fluorolights, etc)
Send some info on how the Lighting looks for these builds, if anything is wrong, like the fog is clipping into the wrong places, or the lighting is too strong or too Red or Yellow, please. Let me know.
- Debug Build / Usually for testing Game Mechanics, nothing much more to explain here.
These Builds will all be Available soon in the Properties Tab of SCP:Daybreak A "BUILD CHANGE" Update will be published here to Signal that there has been a new Testing Build Ready to test. (Instructions: Open your Steam Library. Right click the game's title and select. Properties. Then, Locate "BETAS", and Open the tab, there you will find the Beta Section with the Special Builds)
--- Development Cycles ---
Previously, We Focused on the Entire Update, Multiple Days at a time, that was a mistake.
We are now switching to a more Iterative Development Cycle, Let me explain;
We work on the game small bits at a time, we get updates quicker, on a bit of a longer period, something close to at least 2 weeks each update, or for big updates, a month.
Meaning; Expect smaller updates with a medium amount of content, Big Updates will still happen, but Patches and Medium updates will be more common.
- Squiffy, Lead Developer from Sweden.
(ALSO, Swedish gamers, please stop review bombing the game and raiding our discord server, I don't want to deal with this shit still.)
(ALSOO, To anyone with a negative Review, PLEASE SPECIFY WHAT YOU DO NOT LIKE instead of Single Word Reviews, I can't fix the game and make it better if you don't give an un-biased opinion.)