It's been a while since the last update but it's time to go into some of the new changes that have gone public yesterday.
First of all the game has been upgraded to the latest Unreal Engine version which is 4.15. This new version has a whole slew of new features and benefits in terms of optimization and overal quality improvements.
New DataPad Function
I have implemented a map system into the game. You will be able to see a good chunk of the current area that you're in at any time. The idea behind it is to aid the player enough so that he or she won't feel completely lost.
The map displays location names and will show points of interest. These are illustrated by red dots and they can be anything ranging from a computer interface to a DataPad containing a log. It was important to me that players been given an extra layer of information for them to find their way.
Green dots indicate Data Save Stations and the yellow dot is the player him/herself.
That said, I am always able to hide certain objects and complete areas where I see fit. Hiding objects are reserved for secrets and easter eggs. I will never hide an object that is important to the main mission. I will hide areas however when the player isn't able to reach them yet.
These areas can include secret areas as well. For instance, before you enter the SD-01 (the first ship in the game) it won't show up on your map untill you open the airlock doors and can go on board.
I have thought about a system where only the rooms you've been in would show up but to me that was going against the idea of a map system helping the player so I opted to selectively hide certain areas personally where it makes sense.
Below you can see how the map currently looks in-game. The map system is not yet finalized in terms of how it looks and I most likely will attempt to refine it at some point.
Updated Log System
Lots of updates have been made under the hood. Most of them are not that noticeable in general, fixing minor bugs and issues to further streamline player actions.
I have completely revamped the log system. In general you won't see that many differences but the way they're stored has been changed. This means that if you continue the game, you should still have the old logs, but you can collect them all over again.
Each log now also has a subject line. This has been added so it's easier to distinguish them and I can now create replies. For instance a log has "I am sleepy" as its subject, I can now create a reply to that log called "RE: I am sleepy".
On top of this I have altered a few log entries which make more sense now.
Work On The STARDROP Has Begun
I have staretd work on the main STARDROP portion of the game and am incredibly happy with where it's heading. I don't want to spoil too much so I'll wait a little bit before showing off some more screenshotsbut I'll leave you with an up to date screenshot of the lobby area on board the STARDROP.
I will post a more updated change log soon but for now this will do.
Our Banner For SIA 2017
Lastly I wanted to share with you all our banner for our table at the Sacramento Indie Arcade 2017 which will be happening tomorrow. If anyone is heading there you will be able to also pick up a souvenir in the form of a magnet which we will hand out to fans and attendees.
Our Banner:
The Magnet:
And that's about it for today's post. Hope you enjoyed it and we will share with you guys what happened over at the SIA. While it's a small event it's still something special for us. Our first event ever and hopefully not the last. :)
Joure
P.S. I forgot to mention that this new build of the game is the EXACT same version people will be playing at SIA. :)
More info about the game will be announced soon revealing a brand new feature. :)
February 24 Update
I wish this update includes keybinding but it's just not as easy as I initially thought. I went through two store bought systems which are simply incompatible with how the game is set up.
This is incredibly odd because it should not have to be this way. There are two other systems I have not yet tried and I will have to evaluate which one I think would be the best choice.
So for now a keybinding system is still pending. In other news I have also began using a proper detection system for certain objects in the game. As some of you will have noticed, the interfaces in the game can sometimes act a little wonky. I have tested a new method and so far this seems to be an incredibly stable system that I will implement on a few other objects. This new system will make it into the next update.
As for this update, enjoy the new sound options and som other minor but pretty neat changes and additions. :)
Changed:
Updated the security camera trigger sound effect. A new sound effect has been created as a better indicator.
Slight HUD layout update.
All sounds have been updated and been given a new soundclass. All the new sound classes have been extended into the sound options menu. So you'll now be able to change the music volume, dialogue volume, the effects volume and the ambience volume individually as well as the overall sound volume.
On top of that all current sounds have been put into their proper sound classes and each sound class has been given a new default value. This means that in general dialogue values are higher then let's say music or sound effects classes.
Fixed:
SRO Missions are now properly saved. Players can now quit at any point during a mission and then able to resume from the last check point.
The volume options in general have been given a slight visual tweak and the slider now goes from 0 to 100 and the values are rounded. No awkward values of 1.455 or anything like that anymore.
What's in the next update?
I've created a new forum thread which I will be updating while working in between updates. In here you can find out what will be in the next udate before it's released.
I won't include release dates because I don't plan them ahead. Once significant work has been done I will simply release the new update and post an announcement for that.
In this case however, I am looking at the next update to roll out today or tomorrow.
The post will be cleared once the update is released and I will start fresh adding new stuff. :)
A new HUD has been implemented when wearing the APD suit and helmet. New functionalities include:
DataPad updates notification.
A reticle that becomes visible whenever the player is close to an object they can inspect.
A notification if the battery power is low or recharging.
A notification when in Zero Gravity mode.
Fixed:
Changed how the continue system works (Still WIP). You will now be able to continue with an SRO mission but the player will start at the starting area of its current mission, this should be fixed in the next update.
Changed the way the SRO mission system works and will now reset all SRO saved data when selecting "SRO MISSIONS" from the main menu.
Fixed a bug where the mouse would dissappear when pausing the game while using any interface. This no longer happens and the mouse will remain visible when un-pausing the game.
several other minor fixes regarding HUD elements.
Changed:
Changed the Stamina and Power meters that are now in line with the new HUD aesthetics.
Changed the positioning of the first person helmet view that now takes up less space on-screen.
Completely revamped the lighting in several maps for optimization and aesthetic reasons. These include: MCCV-2 Deck 1, SD-01 Deck 1, SD-01 Deck 0 (Bridge).
Added/updated several new assets (objects) throughout the game as well as changing some level geometry with new assets.
Tweaked Aryns stamina. She's now able to run more then twice as far.
Joure, Team V
STARDROP DEMO Has Arrived On Steam
It's Demo Time
I went and updated the old demo which is now up to date with our current build of the full game (This means bugs and some visual tweaks are all up to date).
On top updating the demo it now also includes the latest SRO side mission: "Echoes".
So tell your friends, relatives or anyone who either hasn't heard about or wasn't sure if they'd like STARDROP to go and check it out for themselves.
In this new build the Founders Memorial is accesible (but not yet finalized)
It includes a new location onboard the STARDOCKS space station where a monument is located for all our Kickstarter backers.
Currently none of the names have been added yet which will be worked on in the coming days and the entire memorial will be updated.
You will be able to access the memorial once you finished the game and start a new run. The door control panel opposite of the FINIX OPERATIONS (starting area) office will be unlocked and you'll be able to get to the memorial site via an elevator.
VISUAL UPDATES
Other changes in this update include revamped and updated sections on board the SD-01, mainly Deck 1 and Deck 0 (bridge). More changes and updates to the SD-01 and other locations will follow soon.
This release of STARDROP will be in conjuction with our successful Kickstarter campaign and is the first version of the game available to our backers. Quite an important milestone for the game and Team V itself.
STARDROP STOREFRONT IS LIVE
And not to forget, STARDROP has now a public presence on Steam. This means our community hub is open to the public and we plan to invest in further growing our community with more wonderful and amazing people.
STARDROP Now On Steam
STARDROP: New Years Update
Hi everyone.
We just updated STARDROP and we included a full working version of "Echoes" and also fixed a few small issues with the game which you can check in the patch notes below:
STARDROP
Fixed:
- A bug where mouse/gamepad inverts sometimes got reset during gameplay.
- A bug on board the SD-01 on Deck 3. The elevator door would open itself when the Android triggered the alarm. This has been fixed and you will need to reset the security system before you can open the elevator door again.
ECHOES
Fixed:
- An issue where you couldn't activate the control panel at the end of the mission.
- Some other small fixes that won't break certain parts of the mission
Tweaked:
- Zero Gravity feature has been tweaked so that there's a slight fritcion when you touch any ground surface. This should increase ease of movement when moving downwards.
___________________________________________________________________________
STARDROP - ECHOES OUT NOW
Hi everyone.
Because it's the season we have released a new short side mission called "ECHOES" for free.
The base game has been upgraded to Unreal Engine Version 4.14.1.
"ECHOES has been added to the available SRO missions but you can alternately download it as a standalone game from our kickstarter page here: