Category Archives: Progress

v0.0.7 Released!

v0.0.7 Released!

 

Greetings Pioneers!

This week we have been busy developing our ecosystem and food chains to really bring each of the planned biomes to life. We would like each environment to have its own hazards and unique rewards; predators, interactive plants and neutral fauna that will react to you and other AI in different ways depending on their fear and aggression levels.

Today we have an update for you, with our first neutral fauna creature, the Vogel. Though named after the German for bird, this little critter can’t fly; it can however, run. Currently there will be no reward for killing the Vogel other than the thrill of the chase. These little bipeds are pretty fast and easily scared.

We’ll be adding rewards for catching the Vogel later on, such as a unique material or energy type. Fauna drops will need further development and balancing so we will most likely introduce them along with more creatures and new items to build/upgrade.

We have also been developing the behavior of the Juggernaut. Too big to smash around as easily as the smaller enemies, the Juggernaut must be tackled tactically, taking out individual limbs to hinder its movement then targeting vulnerable weak spots beneath its hardened exoskeleton. Naturally the Juggernaut will be easier to handle with a friend or two and has been designed with multiplayer co-op interactions in mind.

DevJuggernaut

The Turrets have had a few behaviour tweaks to improve their targeting, allowing multiple turrets to target the same enemy or different enemies depending on the situation (previously if a Turret fired at a target, other turrets would ignore it). We have also increased their rotation speed, allowing them to react faster.

Having tested these tweaks on different save files from the community, we believe it is a big improvement and should allow you to sit back a little (especially in the early days) while your base defences handle things. Please let us know what you think of these changes, especially if they now make things too easy. You should be able to manage the difficulty level yourself by taking out enemy Hives or letting them develop.

Here is the full change list with all the fixes, additions and changes:

Additions

  • Added our first neutral Fauna creature into the world – the Vogel! This shy creature will run away if disturbed by the player.

Changes and Balancing

  • Changed the way Hives spawn AI at night so they don’t all spawn at the same time.
  • We have made a number of tweaks and fixes to the Turrets which should make them much more effective. Please let us know if you have any further problems with them!
  • Increased the tracking speed of the Turrets.
  • Made an adjustment to the Turret targeting so that more Turrets can now select the same enemy.

Bug fixes

  • Fixed crash when Reclaiming the full item of an Energy Turret.
  • Fixed crash when large structures had been partially destroyed, which could occur when saving the game.
  • Added fixes for a crash which could occur when quitting the game and returning to the Main Menu.
  • Fixed a bug where Ikas could sometimes get stuck in the sky whilst trying to attack your base.
  • Fixed a bug where the Ika could spawn inside of mountains.
  • Fixed a pathing issue with the Ika which would cause them to fly away to a distant point away from the player.
  • Fixed bug where Weapon Ammo counts would not update straight away, they now update better including when Depositing or Withdrawing from the Eden Kit Inventory, and when deleting or creating new ammo.
  • Fixed issue where the Laser Turret wouldn’t fire in some rare cases.
  • Fixed bugs with multiple UI Scrollbars which would sometimes vanish or not work when dragging with the mouse.
  • Fixed some UI description typos.
  • Fixed player’s hand overlapping the Pause menu in some instances.
  • Fixed turrets sometimes not activating despite enemies being within their range.
  • Fixed the laser turret sometimes not switching targets until its current target is dead.

The Known issues list and Beginner Guide have been updated for the current version. As always please let us know of any issues and feedback on the Discussions forum and we will endeavor to get back to you and work through any problems. Keep those amazing suggestions rolling in!

Happy hunting

-Team Flix

June development update

June Dev Update!

 

Greetings Pioneers,

Today we need your help!

As many of you will know we have a new type of turret on its way into your arsenal of defences. The only problem is.. we can’t decide which of the fire types to use, because they are all equally as awesome as each other.

So with that dilemma, we want to once again put our fate in your capable hands and ask that you take a moment to watch the video below and give us your feedback on your favorite firing type.

You can respond with your favorite in our STEAM COMMUNITY POST. Stay tuned until next time with the decision!

We’ll also have a little surprise going into the game soon in the form of a creature that you previously helped name. They’re pretty fast, so make sure you keep a sharp eye out for them.

Until next time,

Happy Hunting!

May Development Update 2

Greetings Pioneers!

This Friday we’re bringing you an update on what the team are currently working on.


Joe – Environment Artist

Over the past couple of weeks I have been working on, developing and testing a brand new Biome for Pharus 7, along with the assets that populate it. Our main goal with this new Biome is to add an area which provides players with unique challenges and rewards, as well as adding a bit more variety and visual (ie: Alien!) interest into the world of Eden Star. I’m aiming to push the graphical fidelity of this new area whilst still keeping everything interactive and fun to explore/destroy!

Alien Biome

Lauren – Animator

This sprint I’m working on refining Multiplayer animations, focusing on player movement to begin with, making sure everything is playing and blending correctly from a 3rd person perspective. I am also prototyping some interactive (and potentially hazardous) alien flora to make the environment of Pharus 7 that little bit more deadly…

Multiplayer

Chris – Level Designer

This week my main focus has been on designs for our Ecosystem and new AI spawning points system which is an extension of the current method, allowing players to essentially ‘self balance’ the amount of enemies that they will encounter during nightfall based on their progression rather than how many days have passed in the game.

Matt – Artistic Director

The Art team and myself have been creating more varied ideas for future Fauna creatures this week coupled with fleshing out our different biome designs. Over the last two days I’ve been hands on developing our first flying Fauna, who is yet to be named.

The creature has basic foraging logic that will allow it to pick things up in the world and fly off into the wilderness (potentially escaping with a dropped mineral that you had set your eyes on). Currently the creature model is in the 1st pass of texture painting.

For now, I’ll leave you with a picture of his lovely face.

Flying Fauna

Yves – Senior Developer

I’ve been bringing the weapons and building mechanics up to date so that they can function in a multiplayer environment.

Ricky – Developer

This week I’ve been prototyping a fancy new Menu system with some major changes we hope will dissipate the congruity of our current Construction Menu. This also works alongside the new Build Mechanics we have been designing.

New Build Menu

Lee – Technical Director

I’ve been working on a new spawner specific to the fauna we will be introducing to the game, together with making a start on the first of the neutral fauna creatures – the Vogel. Also this week I’ve been looking at making a few tweaks to all the turrets, improving their targeting system, and putting together behaviours for the new missile turret.


That’s all for now folks! For an up-to-date view on all of the features being worked on please visit our Trello board –
https://trello.com/b/dmyocCtO/eden-star-public-board

Don’t forget to keep us informed of any feedback and issues on our Steam Forums –
http://steamcommunity.com/app/259570/discussions/

Thanks!

Team Flix