[p]The next version is on the way but not ready.[/p][p][/p][p]In semi-related news, my new job is going very well, and the lifting of financial stress been very good for my mental health. Working (both at the day job and on Zone) has become fun again.[/p][p][/p][p]In extremely-related news, our new artists are creating at a good clip, and we're working on gradually replacing the game's current crop of non-hand-drawn temp art with nicer stuff. I'm actually in the process of hiring even more people right now to keep things moving forward. Definitely excited for the future.[/p][p][/p][p]In closing, a sneak peek of something which you will be able to encounter in the upcoming new biome...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37927208/b015df722c7433da694fd1bb13df5e9c494607f8.jpg"][TAG-20][/p]
v0.7.6.5.1 - May Update
It's that time of the month again -- another new update for Zone! This time I've been focussed on two things, especially new environments and artwork, as well as putting in a chunk of effort to ensure that the main plot can be properly experienced.
Here is a glimpse of our next isometric environment, the Cinema: (Don't ask what those coloured areas are hiding...)
And if you remember seeing sketches of the top-down exterior we were working on, the Greenery -- that one's still coming too. Not to mention we've got multiple new enemies in the works...
[center][/center] (You might remember the cheerful fellow in red from a previous preview -- you may have to fight him sooner or later...)
Of course all this is taking a long time to cook, but I'm excited to show you everything once it's ready.
For now, check out the log below for a list of changes, and let me know if you run into any other issues! I'll get on it right away.
See you in the Zone...
v0.7.6.5.1 Changelog:
# Certain damaging anomalies now repel the player
# Fixed crash when viewing certain status effect pop-ups
# Fixed certain inputs not being recognised on some control devices
# Starting equipment is now guaranteed to spawn
# In the prologue, player can no longer exit Esper without a pack
# Fixed crashes/locks when speaking to Simon in prologue
# Female Snake Fang enemy no longer disappears when stunned
# Fixed story interactions in late Chapter 2/Chapter 3
# Fixed Chapter 3 crash
# Fixed quests not being triggered/added to the quest log when appropriate
# Can now properly deliver the Core Box to Dominica
# Fixed problems when using quest log
# List of choices no longer obstructs blinking light animation in train yard story
# Replaced some nasty temp art
# Psi Spark animation no longer loops erroneously
v0.7.6.3 - April Update
The roof is fixed, and I've been sleeping in a proper bed again for nigh on a week! Plus, I've been busily plugging away at that new side quest I promised, which is now complete.
The quest, Missing Persons, will require you to gather information and explore unexpected corners to uncover the mystery...
(The door's open. It's a friendly place!)
Other than that, I've made a number of important fixes that should sort out remaining instability in the story segments. This involved rebuilding certain systems from scratch, which were old and coded by a younger me who didn't know enough yet to build them properly... So it goes.
I've not been able to test the new content very thoroughly, so if you run into any problems, please drop a report on the discussion board and I will fix them ASAP as usual.
More environment work is underway -- I'm hoping to get the revamp of the train yard done for the next update, and work proceeds on new enemies and environments for the main quest. This has been our biggest bottleneck recently, but with some old friends rejoining the team, progress is in the wind.
Until the next update -- Happy Stalking, and enjoy the Zone...!
v0.7.6.3 Changelog:
# New side quest Missing Persons available from Chapter 1
# New unique dialogue, art, sound & environments for Missing Persons quest
# Fixed numerous issues with story intro
# Fixed story segments getting stuck on certain lines when using TTS
# Quest turn-in no longer breaks when quitting the game before turning in a quest
# Starting equipment should no longer be given multiple times when starting a new game
# Fixed status effect particle animations bugging out on defeated enemies
# Dominica is no longer restricted to Chapter 2+ for dialogue in the lab
# Some grammar corrections
v0.7.6.2 - March Update
This is a small update limited to important bugfixes and some QoL upgrades. I couldn't get the new side quest done, and there is an interesting reason why, which I can show you:
This was my bedroom after a large concrete chimney blew over and smashed into it during a week of non-stop rain and the highest winds this place has ever seen.
Most significantly, it left a very large hole in my roof through which water continued to pour in for several days, during which it was too dangerous to even attempt to fix. Much time was spent with buckets, bailing endless amounts of water out of the bedroom.
Here you can see the bastard the next morning, just lying on top of the roof:
Bits of smashed roof tiles and concrete were everywhere:
By the time we finally managed to tear out enough of the ceiling to expose the hole, I was too frazzled to take a proper picture. Only after it was fixed did I have the wherewithal to snap this one:
(Orange tiles are original. Grey blocks are new, showing the size of the hole.)
While the roof is now patched, the ceiling will take a while longer to fix.
As you might imagine, this little adventure has wiped out most of my spare time and energy, which is why I decided to upload a smaller update rather than push things back again.
At the very least I've managed to implement some important bugfixes, and a nice little Quality of Life feature that properly reflects your changing stats when equipping/unequipping items:
That's all I've got for now. Let's hope April allows for more progress!
v0.7.6.2 Changelog:
# Fixed getting stuck in hub interactions
# Fixed train yard boss story choices not working
# Fixed chapter 2 being unreachable in some situations
# Fixed story segments getting stuck occasionally
# Fixed crash when accessing menu during inventory tutorial
# Fixed inventory tutorial window being shown erroneously
# Fixed train yard tunnel animation
# Improved deck view stat readout behaviour
# Added stat readout on inventory screen
February Update Delay
To put it simply, the next version is not yet ready for prime time.
Please stay tuned for a proper update in March, featuring a new early-game side quest with unique environments and a new boss.
v0.7.6 - The Announcement Update
There have been a few significant updates to the game in the last month, but the really big news of this update is actually about me. As promised in December I can now make this happy announcement:
I've accepted a position as Lead Writer at GrapeOcean Technologies, the creators of Black Geyser: Couriers of Darkness. I will be taking charge of narrative for their future Baldur's Gate-style RPGs (and helping out on some upcoming Black Geyser DLC).
Over the years I've written quite a few games, RPGs included... but it's been a childhood dream to do a full Baldur's Gate-like with a budget, ever since I played Baldur's Gate itself in 1998. So this is a huge deal for me, especially after what a struggle the last few years have been.
What, I hear you ask, will this mean for Zone?
To be honest I can't say for sure. Certainly I'll have less free time to work on it. On the other hand, I'll be able to afford new art which has been our biggest bottleneck in recent months, and I'm hoping to make some business connections which could mean a massive boost in so many ways.
Obviously I won't be giving up on Zone. I've been at it for 5 years so far, it remains my baby, and I won't stop until it's done. Not to mention I take seriously the promises I've made to you who have supported us on this long journey. The dream lives because of you.
So let's talk about what's new with the game.
The biggest change has been on story segments, which have been unacceptably unstable so far. Thanks to player bug reports I've decided to do a major rework of this old and nasty code, replacing a large chunk of it wholesale. You may notice a difference in how it responds to your clicks; the whole mess is now rather more solid than it used to be.
I've also taken another step forward on controller support, which should make the research tree in particular a little easier to operate.
Beyond that, there have been some more balance changes, new buffs/debuffs, fixed side-quests, and new features for the consumables system. Check the changelog below for the full nitty-gritty.
Anyway, I've gone on long enough for one update. Thank you for being here, and wish me luck.
See you in the Zone!
Changelog:
First iteration of controller support on Research screen
Automatic food selection now prioritises item with lowest food value
Partially consumed food now properly saves its cash value as 0
Better Intent icons for Stunned/Idle/Preparing enemies
Added new buff vulnerabilities to some enemies
New automatic error-detection system for story files -- story crashes should be much rarer from now on
Major refactoring of story segment code
Implemented multi-use consumables
Slicers now have 2 uses & increased cash value
New research options
Fixed save game corruption related to item stashes
Fixed softlock/crash when using Alley
Fixed softlock/crash in Discretion Required quest
Fixed softlock/crash in Sending a Message quest
Fixed softlock/crash in Hunter's Bequest quest
Hermit conversation can now be ended properly
Fixed potential error in Power Plant cave encounter
Fixed potential errors in Wharf ship encounter
Side quests Cyn's Favour, Extermination and Rare Delights now properly appear in the Jobs list
Ambush option in Wharf whale Opportunity now gives a proper resolution
Performance optimisation on story segments
Fixed intermittent problem in Options menu
Fixed transition arrow pop-up not displaying sometimes
Alley in Esper is now enabled during Chapter 1
v0.7.5.9.1 - December Update
I didn't get as much done on Zone as I would've liked this month. However, that's not necessarily bad news... Big things are afoot which could mean immense benefits to both the game and me personally. Will post more details when I know more.
So what's new in this update? I shall tell you!
For one, we now have a proper tutorial which fully delves into the inventory system. This was a real necessity, based on all the feedback from players.
For two, we've got a couple of brand-new side quests which try out some fresh quest mechanics. Should add to the fun.
For three, there's a whole new class of consumables which will give temporary buffs and other benefits.
(For those tough battles where you need a little extra edge...)
I really like this mechanic. Still working on more unique combinations, like consumables that can grant you temporary cards, and other fun ideas.
Of course, all this is to say nothing of all the bugs that were found and fixed, of which there were many. A big thank-you to everyone who bothered to report issues -- you make my life just a little bit easier.
In closing... Please, please, please continue to report and give feedback. I need that stuff badly. Your effort helps to keep the game alive.
Until the next update, I hope to see you out there... in the Zone.
v0.7.5.9.1 Changelog:
New step-by-step Inventory tutorial when starting new game
New dialogue for Spatial Artifact quest delivery
New side quests
Added menu option for enabling/disabling tutorials
Added support for temporary status effects lasting a limited number of combats
New consumables that give temporary status effects
Refactored & expanded combat status effects
Major overhaul on quest log
Better tooltip behaviour in research and inventory screens
Various tweaks & fixes on battle tutorial
Tutorial battles no longer bug out if player loses
Fixed crashes during Chapter 2/3 story
Fixed dialogue choices not working in Corporal's Bequest quest
Fixed infinite dialogue loop in Corporal's Bequest
Fixed potential crash when loading battle scene
Top-left menu buttons should no longer get confused during battle
Fixed missing battle background during Chapter 2/3 story
Fixed market being unclickable during some story segments
Fixed intro combat not triggering in some circumstances
Fixed rare dialogue freeze
Fixed some card sounds looping
Fixed occasional control malfunction after death
Tweaked difficulty on train yard roach combat
Player should no longer be unable to move after loading
v0.7.5.6 - November Update
Since our last few updates have suffered delays, I decided to push one out a little early for once!
There's a few new features I'm excited about in this update, though probably the most effort has gone into testing and bugfixing. (Shout-outs to zdenbartal for reporting a bunch of issues I wasn't aware of.) As a result, you can see the changelog has a whole laundry list of things that now work properly. I also dropped the health on a couple of bosses to prevent big difficulty spikes.
You, our players, have so much power to change the game for the better -- just by leaving feedback and positive reviews. So don't hold back!
Now, a preview of the new stuff:
(Ooh, what do all the shiny new icons do?!)
The promised revamp of the research tree has officially begun. I'm still fleshing it out, but there's already been significant changes, especially the introduction of class-unique options that unlock more cards and bonuses. Whether you're a Kinetic, Telepath or Augmenter, you'll find a couple of strong upgrades waiting for you that should make a significant difference to how each class feels to play. And if you don't like your choices, there is now an easy and clearly-marked way to respec mid-game.
Next month will probably see a lot of work on controller support, and a more comprehensive tutorial for the inventory. It's been far too common for players to not know how to use consumables, or end up struggling with the interface in some other way, making it an issue that I badly need to address.
After all, an indie game that's not accessible to new players is dead on arrival.
Time will tell how far I get in one month. For now... Happy Stalking, and I'll see you all in the Zone!
v0.7.5.6 Changelog:
Cleaned up research tree
New research options
Class-unique research options
Card removal & respec functionality
Improved quest data management
Adjusted difficulty on several bosses (Train Yard, Down the Hatch)
New abilities on mutant prawn boss
Back-end changes and improvements to status effects
Fixed Chapter 2 ending scene not triggering properly
Fixed problems with certain area triggers
Fixed unlockable dialogue not unlocking
Fixed potential crash when entering/leaving indoor areas
Fixed crashes in quest log
Fixed quest hint button activating improperly
Fixed intermittent problem with quests
Fixed intermittent problem with loading saves
Fleeing from train yard boss no longer locks you into the encounter
Fixed several problems with market UI
Fixed voice beeps continuing infinitely when returning to main menu
Fixed freeze/crash when clicking through dialogue quickly
Fixed other dialogue crashes
Fixed resistances/immunities not working in some cases
Fixed certain animations showing in the wrong place
Several fixes to Cyn's Favour quest
AoE debuffs now spawn multiple animations properly
Player kick pose is now handled properly
Finishing a side job no longer moves inventory items to Storage
Fixed side job upgrade buttons appearing in the wrong place
Overturned train in train yard no longer confuses scanner
All rabbit hole shortcuts now work properly
Extermination quest building in Wharf can no longer be entered prematurely
Displayed cash value is now consistent for equipped items
Fleeing now subtracts the correct amount of resources
Slightly improved odds of fleeing combat
Resisted debuffs are now shown properly
v0.7.5.0.1 Hotfix
Just a quick fix for research, which had some broken development stuff accidentally left in.
v0.7.5 - Story & Sound
At long last, I present our much-delayed update: version 0.7.5. A nice, round milestone number for a chunky update full of all-new content.
The primary focus on this one was Writing. The main plot is advanced by another extended scene; probably the last major development before the main plotlines diverge.
(Look! 3 NPCs on screen at the same time! Had to rip out and completely replace an embarrassing amount of janky old code to make this work...)
Speaking of plot divergence, there are two possible ways I can develop the rest of the game:
1. Try to write all three plotlines simultaneously, really slowly, and release everything in a big 1.0, OR 2. Complete them one at a time, in order, with a 1.0 release once the third plotline is complete (what I like to term the smart way).
I'm planning to go the smart way, although if anyone has a contrary opinion, I'd be curious to hear it.
On top of the story stuff, a number of new music tracks are sprinkled around the game, more SFX and ambient sounds, and an important extension to the research tree which will make Science continue to be useful all the way into the late game.
Hopefully soon I can do a proper expansion of the research tree with lots more abilities to unlock. Which brings me to my final point:
Ideas! I want yours!
Is there an ability you'd like to have? A research topic that's conspicuously missing? An artifact you think would be cool? Perhaps even a concept for a new anomaly? I'd like to know about it!
I've made a pinned thread on the discussion boards where you can post anything your evil little minds can conjure up: https://steamcommunity.com/app/1299540/discussions/0/4692279782566059248/
Don't be shy -- we're very open to brainstorms right now.
That's all I've got for this month. Until the next update... Stay safe, and happy Stalking!
Changelog:
Wrote and implemented a large chunk of Act 3
Wrote and implemented special event after finishing Power Plant
More dialogue for Louis and Dominica
Completely rewrote dialogue bubble code -- system now supports any number of NPCs on screen at once
Greatly expanded functionality for story character positioning & movement
Completely rewrote Esper interaction handling
Game will no longer get confused about which part of the story you're in
Added buyable quest hints in quest log
Fixed fast dialogue behaviour
Sped up timing on some conversations
New unique music for several boss fights & story segments
New sounds for rewards/quest progress
New sounds for battle UI, some cards & enemies
Better normalisation on music tracks
Added more ambient sounds in Wharf biome
Fixed missing music when loading into story segments
Fixed some audio looping issues
Fixed sounds on Prawn boss
Small TTS variety improvements
Fixed Buzzard's sound & animation going out of sync
New research topics
Infinitely repeatable research topics with exponential costs
Fixed certain research upgrades being erroneously reapplied on load (Rad Flush etc.)
More new cards
Replaced a lot of nasty temp art
Fixed crash when opening quest log
Fixed battle crash
Fixed issue during void storm event
Fixed Allison's expressions not showing
All Ailments now properly show on the Passives bar
Added tutorial entry for Passives bar
Fixed HP bar readout during side jobs
Fixed error on Fountain card text (should be Bleeding, not Poison)
Fixed cards/passives box jumping around on item tooltips
Player battle sprite can no longer double up
Upgraded to Godot 3.6 stable release
Phase 1 of localisation support
From v0.7.3.5.1 hotfix:
Fixed crash in Chapter 2 ending
Fixed crash in Power Plant exterior after defeating Wharf and Power Plant bosses
Fixed Power Plant exterior Fog of War not covering whole area
Fixed crashes on area transitions/freeing up memory
Fixed Spray Can not appearing in Power Plant
Fixed Irradiated debuff turning victims too bright