This week at System Era, we are talking about our new test item The Worklight, showing off new animations, and continuing work on our roadmapped large boulder sized tasks related to terrain, online persistence, and controls. We have been scaling up the team most notably in the engineering department, and we are now seeing some concrete evidence of that.
While some of the large efforts on our roadmap are being worked on, we are going to be rolling out items like this, as well as features into the experimental branch for you all to test. This first one is a bit of a smaller piece, but we hope to flesh it out (with your help) over time to make sure it has way more functionality.
SES Video
Besides the aforementioned stream & vlog, last week we also rolled out another episode of the Q&A, where we talked about the difficulties of bringing creatures into the game, audio, & plenty of other stuff. Also worth mentioning is last week’s vlog, where Zabir showed off his Terrain 2.0 prototype, which can bring all sorts of new features to the Astroneer planetary landscape, including things like volcanoes, beaches, and (POSSIBLY) water!
We added some new members to the Astroneer development squad! Since we last updated, Elijah O’Rear and Sam Wolpert have both joined the team! With these hires, we have effectively doubled the engineering manpower under our roof, which will greatly help us going forward. You will already get a little taste of that with the addition of the worklight when it comes out in our next update.
As always, thanks for reading, and I will be back next week with another update letting you all know what is happening over here.
This week at System Era, we are talking about our new test item The Worklight, showing off new animations, and continuing work on our roadmapped large boulder sized tasks related to terrain, online persistence, and controls. We have been scaling up the team most notably in the engineering department, and we are now seeing some concrete evidence of that.
While some of the large efforts on our roadmap are being worked on, we are going to be rolling out items like this, as well as features into the experimental branch for you all to test. This first one is a bit of a smaller piece, but we hope to flesh it out (with your help) over time to make sure it has way more functionality.
SES Video
Besides the aforementioned stream & vlog, last week we also rolled out another episode of the Q&A, where we talked about the difficulties of bringing creatures into the game, audio, & plenty of other stuff. Also worth mentioning is last week’s vlog, where Zabir showed off his Terrain 2.0 prototype, which can bring all sorts of new features to the Astroneer planetary landscape, including things like volcanoes, beaches, and (POSSIBLY) water!
We added some new members to the Astroneer development squad! Since we last updated, Elijah O’Rear and Sam Wolpert have both joined the team! With these hires, we have effectively doubled the engineering manpower under our roof, which will greatly help us going forward. You will already get a little taste of that with the addition of the worklight when it comes out in our next update.
As always, thanks for reading, and I will be back next week with another update letting you all know what is happening over here.
It's been about a month since I have joined the team, with the explicit task of being extremely transparent with you all about Astroneer's development. One of the ways I was most excited to do this was by literally just vlogging things while they happen. We are loving the feedback that has been coming in so far, and figured it was time to announce it here.
We just rolled out our new communication plan in this week's Vlog 006, which outlines where you can expect to see what we are working on.
We also posted one last Saturday, where we go over the newest controller prototype!
These are going to be the de facto way to keep up with development between updates. Within them we have shown off prototypes for modular vehicles, potential controller overhauls, new Astro suits, and a multitude of other things. Keep in mind, some of these things are a long way out, but I think it is important you see where we are in the process and offer input as these things develop over time. I hope you enjoy watching this all grow as much as I have so far. If you are digging these, make sure you subscribe to the SES youtube channel to get updated when we post.
I'll be back next week with more information about our next game update, including some possible experimental branch testing that we want you all to get your hands on.
Want even MORE Astroneer? You can follow me on twitter @staymighty, and you should follow Astroneer on Facebook, and Twitter as well!
It's been about a month since I have joined the team, with the explicit task of being extremely transparent with you all about Astroneer's development. One of the ways I was most excited to do this was by literally just vlogging things while they happen. We are loving the feedback that has been coming in so far, and figured it was time to announce it here.
We just rolled out our new communication plan in this week's Vlog 006, which outlines where you can expect to see what we are working on.
We also posted one last Saturday, where we go over the newest controller prototype!
These are going to be the de facto way to keep up with development between updates. Within them we have shown off prototypes for modular vehicles, potential controller overhauls, new Astro suits, and a multitude of other things. Keep in mind, some of these things are a long way out, but I think it is important you see where we are in the process and offer input as these things develop over time. I hope you enjoy watching this all grow as much as I have so far. If you are digging these, make sure you subscribe to the SES youtube channel to get updated when we post.
I'll be back next week with more information about our next game update, including some possible experimental branch testing that we want you all to get your hands on.
Want even MORE Astroneer? You can follow me on twitter @staymighty, and you should follow Astroneer on Facebook, and Twitter as well!
Astroneer's Pre-Alpha Early Access version has just been updated to 0.3.10189.0 (Patch "189")
Steam 'Early Access' users will receive this update immediately.
This small patch focuses on fixing some longstanding issues while the team works on prototyping items in our "Immediate Priorities" section of the roadmap. Patch notes will now also include a section for tracking in-progress tasks, to keep you updated on things that are coming down the pipeline.
As always, the team would like to thank everyone supporting Astroneer in early access, especially for sharing bugs, inspiration, stories, videos, and streams with us and the rest of our amazing community.
UPDATES
You can find these updates in 189, the current build of the game.
[AS-1082] - Implemented raw logging for join errors in multiplayer games
[AS-1083] - Implemented player-facing messages for join errors in multiplayer games Multiplayer joining and error logging is still a work in progress, but at the very least you can now troubleshoot when things do go wrong.
[AS-1159] - Rover center of gravity has been lowered, improving handling Rovers still have a way to go, but the center of gravity change will help them to stay a little bit lower to the ground when traversing planets.
Thrusters are now 10x as fun as they were before. (Seen in SES Vlog 004, enjoy!) Thrusters are still in the experimental stage, and will likely play a much bigger role when modularity is further along (see below for more details) but for now, use their upgraded thrust at your own peril, or enjoyment ;)
The following bugs are now fixed. Thank you to everyone in the community who has reported and shared details with us on these issues.
[AS-1152] - Fixed an issue where players became stuck inside the Habitat This longtime bug should now never happen again.
PROTOTYPING
The following major feature prototypes are going on during development, but are not included in this release
Gamepad controls - handedness input
Gamepad controls - proximity selection
Modularity - vehicle modularity system
Terrain 2.0 - terrain lookdev exploration / proof of concept
Research - progression mechanics
Customization - expanding Astroneer suit options
The team is working diligently on a bunch of our core mechanics right now, as well as some under the hood updates to make the game more stable and efficient. In our newest SES Vlog 004 you can get a glimpse into how vehicle modularity is coming along, as well as a look at a new Astroneer suit in engine.
What you might not see in this list is the highly anticipated fix to floating rovers and items. We are working on this, but the fix didn't make this patch due to complications resulting from an engine upgrade. We will update with more information as soon as we have a solid date.
Astroneer's Pre-Alpha Early Access version has just been updated to 0.3.10189.0 (Patch "189")
Steam 'Early Access' users will receive this update immediately.
This small patch focuses on fixing some longstanding issues while the team works on prototyping items in our "Immediate Priorities" section of the roadmap. Patch notes will now also include a section for tracking in-progress tasks, to keep you updated on things that are coming down the pipeline.
As always, the team would like to thank everyone supporting Astroneer in early access, especially for sharing bugs, inspiration, stories, videos, and streams with us and the rest of our amazing community.
UPDATES
You can find these updates in 189, the current build of the game.
[AS-1082] - Implemented raw logging for join errors in multiplayer games
[AS-1083] - Implemented player-facing messages for join errors in multiplayer games Multiplayer joining and error logging is still a work in progress, but at the very least you can now troubleshoot when things do go wrong.
[AS-1159] - Rover center of gravity has been lowered, improving handling Rovers still have a way to go, but the center of gravity change will help them to stay a little bit lower to the ground when traversing planets.
Thrusters are now 10x as fun as they were before. (Seen in SES Vlog 004, enjoy!) Thrusters are still in the experimental stage, and will likely play a much bigger role when modularity is further along (see below for more details) but for now, use their upgraded thrust at your own peril, or enjoyment ;)
The following bugs are now fixed. Thank you to everyone in the community who has reported and shared details with us on these issues.
[AS-1152] - Fixed an issue where players became stuck inside the Habitat This longtime bug should now never happen again.
PROTOTYPING
The following major feature prototypes are going on during development, but are not included in this release
Gamepad controls - handedness input
Gamepad controls - proximity selection
Modularity - vehicle modularity system
Terrain 2.0 - terrain lookdev exploration / proof of concept
Research - progression mechanics
Customization - expanding Astroneer suit options
The team is working diligently on a bunch of our core mechanics right now, as well as some under the hood updates to make the game more stable and efficient. In our newest SES Vlog 004 you can get a glimpse into how vehicle modularity is coming along, as well as a look at a new Astroneer suit in engine.
What you might not see in this list is the highly anticipated fix to floating rovers and items. We are working on this, but the fix didn't make this patch due to complications resulting from an engine upgrade. We will update with more information as soon as we have a solid date.
To follow up after yesterday's look back, our producer Veronica just posted the updated development roadmap for the future of Astroneer. You can check that out right here. Looking forward to showing off progress on these new systems in the coming weeks!
To follow up after yesterday's look back, our producer Veronica just posted the updated development roadmap for the future of Astroneer. You can check that out right here. Looking forward to showing off progress on these new systems in the coming weeks!
Since we are at the 6 month mark, Adam decided to take a look back at the last few months and do a post-mortem, as well as talk a little bit about Astroneer's bright future. Read it here!
Since we are at the 6 month mark, Adam decided to take a look back at the last few months and do a post-mortem, as well as talk a little bit about Astroneer's bright future. Read it here!