Monthly Archives: December 2015

Experimental Branch Update! v0.1.1

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Greetings Pioneers!

Our experimental branch has just been updated with some major fixes, and the all important in game text chat system 😉 If all goes smoothly we should be closing the experimental branch to the public soon and moving the multiplayer into our main branch.

When this happens we’ll have several dedicated servers up and running for pioneers to join.

Big thanks to everyone so far who has opted in early to test the multiplayer in its infancy, We can’t wait to switch over to focusing on releasing further content as we go forward.

If you missed out and would like to opt in to the experimental multiplayer you can follow our guide in our previous post here 

v010Additions

  • Very early In game text chat system – you must be close to a player to talk to them. Press ‘T’ to type.

v010Changes&Balancing

  • Enemy A.I will now attack built structures correctly.

v1BugFixes

  • Fixed mineral rock destruction visuals.
  • Fixed several server and client crashes, including loading from a server save file.
  • Fixed late joiner issues with becoming out of sync with the server time.
  • Fixed not being able to build walls around the Auto Turret.
  • Fixed Enemies being unable to attack Primitives blocking their path. This results in much fewer enemies getting stuck unable to reach the Eden Kit or any turrets.
  • Fixed multiple AI spawning and attacking bugs which should result in more AI at night and fewer that spawn without attacking.
  • Ikas will no longer become non-interactive on death nor will they fall through the world when dying from smash.
  • Fixed multiplayer issue when a player was disconnected or left a server and tried to rejoin they got quickly disconnected again.
  • Fixed multiplayer issue when a player entered an incorrect password when attempting to join a server the next time you entered a password it would do nothing.
  • Fixed multiplayer issue when a player was disconnected or left a server and then the next time they tried to join a server it would do nothing.
  • Fixed issue with some foliage assets going invisible at certain angles.
  • Fixed an issue where Ikas would be invisible in multiplayer but would still attack the player.
  • Fixed an issue where some missile turrets wouldn’t close back up after killing an enemy.
  • Fixed an issue where the Ika’s Unstable Pull effect would trigger extensively often when hit with lasers.
  • Fixed UI bug with Construction UI min and max buttons
  • Fixed UI bug with deleting an item from your inventory while in single player where the item remained at 0 until quitting the Menu
  • Fixed issue where old Eden Kits would not show up on the deployment screen when a server is loaded from a save slot
  • Fixed issue with destructible rocks showing as solid on a client but partially destroyed on the server
  • Fixed issue where exploding Splintermites cannot be blasted away
  • Fixed issue with Splintermites occasionally facing the wrong direction when attacking structures
  • Fixed issue with Turrets not targeting Cirrus Spores
  • Fixed issue with structures going invisible on some clients when attempting to sell them and then cancelling the sell
  • Fixed issue not being able to build in certain locations near in-vertical landscape sections (mountains and cliffs)
  • Fixed issue with certain minerals being unusable
  • Fixed issue with Vogel following the player around
  • Fixed Missile Turrets not retracting correctly after firing
  • Fixed issue with Gauss Gun remaining out on a players tool in certain situations
  • Fixed issue with HUD appearing over the intro sequence when starting a new game in single player

Our latest know issues have been updated also – You can see them here

Let us know if you find anything that we haven’t included.

See you in the fray!

– Team Flix

December Development Update

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Greetings Pioneers!

This week has been very productive in terms of both bug fixes and features. We should be updating the Experimental branch next week, and if all goes smoothly we’ll be pushing the multiplayer builds into the main branch!

Our dedicated servers and new content will be arriving as soon as we’re ready to move out of the experimental branch.

Here’s a breakdown of what each of us have been working on this week:

John – Lead Designer

Me and Marcin have been going through gameplay systems that are in the backlog this week, making sure they are up to date and logically sound, this means checking through the components for the weapon customisation all the way to the armour types and the benefits you receive from different components, down to their initial cost. Refinement of designs for clan system and player utilities has been at the forefront however, as we are aiming to get this out to you in the very near future.

Matt – Art Director

Many block outs for new utilities and our weapons system have been done over the last week. I’ve also been updating the atmospherics with simple volumetric clouds and fog for our new large map, in anticipation of it going out to you all very soon!

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VolumeClouds

Lee – Technical Director

At the beginning of the week I was mainly getting our server back up and running. for the rest of the week my time has been split between fixing any bugs which have cropped up with AI and multiplayer and preparing the ground for our batch of new creatures will be introduced shortly into the game.

Tristan – Senior Developer

This week I have been working on getting previous multiplayer fixes integrated as well as looking into the melee combat system. Hopefully you will be enjoying it soon.

Yves – Senior Developer

Been working on bug fixes and the clan system for testing in our experimental branch.

Ricky – Developer

Prepping the UI for the upcoming Clans feature we have brewing at the moment.

Joe – Environment Artist

This week I have finished the initial visual work on the Underwater Biome assets. I’ve started on placement of these assets in the new larger level.

WaterBiome

Marcin – Designer

I haven’t seen much of the engine in the past few days to be completely honest, I was busy with the designs of quite a few of upcoming systems and changes. The main one is of course the progression system we are still working hard at developing, but there was also a few smaller and complimentary ones that a lot of you have been asking for on the forums, such as: armour sets, more meaningful materials and damage types, fun melee combat, less grindy mining etc. As for the more immediate features, we are working on the Clans (our version of Guilds/Parties), so you can expect that fairly soon. Thanks.

Chris – Designer

Fixes and improvements to Eden Kit drop system. Placing the underwater biome, more onyx placement, improvements and added small feature areas to the new level.

Tom – Character Artist

Working on an additional set of Armor and clothing items for your Pioneer!

Lauren – Animator

This week I have been finishing up the Stalker animations along with starting animations for a new, more dynamic and fluid Melee system.

Gav & Simone – Concept Artists

This week we’ve been doing some concepts for additional utilities that Matt has already started working up, so hopefully you’ll see those in the game real soon 🙂 There’s also some awesome work being done with Ricky Marcin & Co. on the UI stuff but instead of posting them here we’ll let you see it in action when they’re in the game!

Utilities

Andy – Lead QA

Testing fixes for A.I. issues when wave attacks begin, Also been looking at the clan and chat systems in multiplayer.

It’s that time of year again. If you have a spare moment please consider a vote for Eden Star in the 2015 Indie of the Year Awards

See you in the fray!

-Team Flix