Nov 30, 2016
CAT Interstellar - IonizedGames
First
As Always, thank you for all your support through this project. I’ll give the details about the current update, an update on development, and another community key give away.

Update 1.9

Full Linux support*
*until proven otherwise.

I’ve traced down every build error and shader issue. The game currently runs as well on Linux as it does on Windows.

All Linux testing was done on:
Ubuntu 16.10
Using Nvidia proprietary driver 367.57
Intel Core i5-3570k
With a Nvidia 750 gtx

If you are a linux user and you have the free time please go Here and let me know your system specs and whether the game is running properly.

Graphics/VFX:

Volumetric lighting



Vertex Painting



Particle effects for walking/running






Gameplay:
  • Camera rotation lag added – This will make movement even more fluid and provide a buffer when running into objects.
  • Elevator Transition worked on – It now actually raises or lowers based on where you’re heading.
  • Android 42 will follow you through all cave levels - Android 42’s navigation seems to be working good but if you find a problem please let me know.
  • Android 42 got a flashlight.

Menu:
  • Added Dev tools tab to options menu to help troubleshoot future bugs.
Level Design:
  • Re-worked the surface to make it more intuitive and encourage exploration.
  • Filled in dead zones with events and more environments. I’m deliberately not being specific about this.
  • Decals in the base make directions easier.
  • Placement of generators in the Mine level are placed “less arbitrarily” with more support around them.
Story:
  • I rewrote most of the dialog to make the story much easier to follow. You’re going down into un-explored caves with Android 42 to see if you find anything weird. All the back/side story is still inherently in the game but, it isn’t crammed into the core dialog sequences.
  • The Mine level has been flushed out with Android 42 walking you through to the generators.
  • Android 42 has been added to the Caves and there is even a testing area for his navigation.
Bug fixes:
  • Music not looping on Surface level.
  • Fixed the fullscreen bug.
  • Screen settings will stick from the intro level to DOG.
  • Assorted holes in the map

Development:
“Signals” is still not done. I’m hoping to at least open it up to the beta branch for testing by next week. I sincerely apologize for this taking so long. Lack of content is, without a doubt, the #1 complaint. I’ll give you more details on why exactly it’s taking so long when I release it to the beta branch.

I have also tried to stick to a bi-weekly update scheme without much luck. The situation that arose this time was Linux. Why release a build when you could fix a few shader issues and release to Linux at the same time? Now that Linux works it's two weeks later and you need you need another week of double time to stay on schedule. It's an organizational problem I'm trying to get better at.

I've already gotten feedback on a beta build I pushed last night so I'll aim to release a hot-fix of some minor issues by Friday of next week. I'm going to try to stick to bi-weekly updates until release. When's release? I think the best guesstimation for a release date is a month after "Signals" is released. The game really isn't that long. Space, Base, Surface, Caves, Earth, Space, Done.

Community:
Originally, I was going to do another “find the cat” giveaway since I moved her to a more appropriate place but it’s a little too obvious. Instead, I’m going to try to get your ideas on how to handle a problem with Android 42’s text boxes.

In order to get this update out I did what any good programmer would do and brute forced a solution. You can find all the details about it HERE.

To get a key go there, leave a comment, solution, inspiring quote, whatever you want.

YOU DO NOT HAVE TO KNOW HOW TO PROGRAM. The problem is a logical one. There’s literally dozens of ways to solve it I just thought it would be interesting to see what you all came up with.

Once we decide on a solution I’ll give everyone a key (Once Chazz shows up with the solution).
Once again, The post is HERE.

Also, let me know what you think of these community things. I don't know if they're cheesy or not. Do you want more?


TLDR;
Signals is not done but the game is worth another play through.


Edit:
Almost forgot about VR!!! The awesome people at Epic games sent me Vive and a Rift to develop on. I have to spend this month focusing on content but holy cow the Vive is incredible. I can't wait to get it working with CAT Interstellar. I'm racking my brain on how to implement the motion controllers. If you have any ideas or examples of games that did it right I'd love to hear about it.
Nov 30, 2016
CAT Interstellar - IonizedGames
First
As Always, thank you for all your support through this project. I’ll give the details about the current update, an update on development, and another community key give away.

Update 1.9

Full Linux support*
*until proven otherwise.

I’ve traced down every build error and shader issue. The game currently runs as well on Linux as it does on Windows.

All Linux testing was done on:
Ubuntu 16.10
Using Nvidia proprietary driver 367.57
Intel Core i5-3570k
With a Nvidia 750 gtx

If you are a linux user and you have the free time please go Here and let me know your system specs and whether the game is running properly.

Graphics/VFX:

Volumetric lighting



Vertex Painting



Particle effects for walking/running






Gameplay:
  • Camera rotation lag added – This will make movement even more fluid and provide a buffer when running into objects.
  • Elevator Transition worked on – It now actually raises or lowers based on where you’re heading.
  • Android 42 will follow you through all cave levels - Android 42’s navigation seems to be working good but if you find a problem please let me know.
  • Android 42 got a flashlight.

Menu:
  • Added Dev tools tab to options menu to help troubleshoot future bugs.
Level Design:
  • Re-worked the surface to make it more intuitive and encourage exploration.
  • Filled in dead zones with events and more environments. I’m deliberately not being specific about this.
  • Decals in the base make directions easier.
  • Placement of generators in the Mine level are placed “less arbitrarily” with more support around them.
Story:
  • I rewrote most of the dialog to make the story much easier to follow. You’re going down into un-explored caves with Android 42 to see if you find anything weird. All the back/side story is still inherently in the game but, it isn’t crammed into the core dialog sequences.
  • The Mine level has been flushed out with Android 42 walking you through to the generators.
  • Android 42 has been added to the Caves and there is even a testing area for his navigation.
Bug fixes:
  • Music not looping on Surface level.
  • Fixed the fullscreen bug.
  • Screen settings will stick from the intro level to DOG.
  • Assorted holes in the map

Development:
“Signals” is still not done. I’m hoping to at least open it up to the beta branch for testing by next week. I sincerely apologize for this taking so long. Lack of content is, without a doubt, the #1 complaint. I’ll give you more details on why exactly it’s taking so long when I release it to the beta branch.

I have also tried to stick to a bi-weekly update scheme without much luck. The situation that arose this time was Linux. Why release a build when you could fix a few shader issues and release to Linux at the same time? Now that Linux works it's two weeks later and you need you need another week of double time to stay on schedule. It's an organizational problem I'm trying to get better at.

I've already gotten feedback on a beta build I pushed last night so I'll aim to release a hot-fix of some minor issues by Friday of next week. I'm going to try to stick to bi-weekly updates until release. When's release? I think the best guesstimation for a release date is a month after "Signals" is released. The game really isn't that long. Space, Base, Surface, Caves, Earth, Space, Done.

Community:
Originally, I was going to do another “find the cat” giveaway since I moved her to a more appropriate place but it’s a little too obvious. Instead, I’m going to try to get your ideas on how to handle a problem with Android 42’s text boxes.

In order to get this update out I did what any good programmer would do and brute forced a solution. You can find all the details about it HERE.

To get a key go there, leave a comment, solution, inspiring quote, whatever you want.

YOU DO NOT HAVE TO KNOW HOW TO PROGRAM. The problem is a logical one. There’s literally dozens of ways to solve it I just thought it would be interesting to see what you all came up with.

Once we decide on a solution I’ll give everyone a key (Once Chazz shows up with the solution).
Once again, The post is HERE.

Also, let me know what you think of these community things. I don't know if they're cheesy or not. Do you want more?


TLDR;
Signals is not done but the game is worth another play through.


Edit:
Almost forgot about VR!!! The awesome people at Epic games sent me Vive and a Rift to develop on. I have to spend this month focusing on content but holy cow the Vive is incredible. I can't wait to get it working with CAT Interstellar. I'm racking my brain on how to implement the motion controllers. If you have any ideas or examples of games that did it right I'd love to hear about it.
CAT Interstellar - IonizedGames
First off
If you don’t know how to program you can still help. This can be thought of strictly as a logical problem.

There are dozens of ways to solve this problem. I just thought it would be really interesting to see what you all thought. Just leave a comment here or start a thread if you want to get crazy. I'll hand out keys to everyone when we decide on a solution.

The Problem
Android 42’s dialog text box is a little different than the other Androids. In the game I use overlapping volumes to update Android 42’s text. When he overlaps one of these cubes it sends a message containing what new lines to show (string array). His text box is then closed (destroyed) and rebuilt/resized based on the number of lines he receives and their length. When a text box is updated it is automatically opened. This is to ensure he says things at the right time.




The Delay
When the texbox is updated it is automatically assigned a delay. This is to ensure the player has time to read the text before it disappears. Currently it is set to 6 seconds (6s) per line. In other words, 6s for each element in the array. The length of each line doesn't matter***.


The two ways to update and open the text box are by overlapping one of these boxes or when the player interacts with him (left mouse click).




The problem occurs when you want to send him a new text box but the count down delay has already been activated from a previous box. If he is sent a message with one line (6s delay) and then 5s later he is sent another message with a 6s delay the box will close 1s after the text box for the second message opens. Effectively opening an updated text box for 1s (You might experience this bug in the current game).




This happens most often when the player interacts with Android 42 right before he is triggered by another box.

The Fix
Being the professional Programmer I am, I created a very simple (but temporary) fix for this.

Here's the original delay:
When the Android is triggered you are given a delay time and regardless of what happens you will close your text box.



Now here's the (TEMPORARY) fix:
Scenario 1 (perfect scenario):
A message arrives and is assigned the "delay 1" branch. When that delay is complete it checks to see if another message has arrived before it's done. If not (delay 2 is FALSE), it completes it's task and closes the text box.

Scenario 2 (OMG!!!):
A message is received and is assigned the "delay 1" branch. Before delay 1 is complete another message is received and is assigned the "delay 2" branch. When the first delay branch finishes It checks to see if a second delay was received. If so, it will also take that branch and activate the second delay before ultimately closing the text box. This effectively adds the delays.





Like I said, It isn't pretty but it works for the most part. One bad thing is that the delays are constantly counting down in the background. Eventually they will close the text box and it might not be the best time. You can also only handle 2 delays. You could put another branch or twenty but I'm curious what else you think of.


Rules:
You CANNOT reject or delay a message. When Android receives updates he MUST accept them and immediately display them.

Similarly, You CANNOT "save" messages to display later.

You CANNOT change, add, subtract, pause, or alter a delay in any way once it has been started (you CAN ignore it when its done though).

You CAN close a message early.

You CAN add as many branches as you want.

You CAN break delay times up (e.x. 10 delays of .2 seconds Vs. 1 delay of 2 seconds).

You CAN literally do anything and we can rewrite the code but if we keep these rules it will make it a lot easier to insert .wav (voice acting) later.


Sorry "Signals" isn't done yet.


***
The delay could be based off the number of total characters and you could even add additional time for each '_' to account for complete words. It's actually pretty interesting. That's not the problem though.
CAT Interstellar - IonizedGames
First off
If you don’t know how to program you can still help. This can be thought of strictly as a logical problem.

There are dozens of ways to solve this problem. I just thought it would be really interesting to see what you all thought. Just leave a comment here or start a thread if you want to get crazy. I'll hand out keys to everyone when we decide on a solution.

The Problem
Android 42’s dialog text box is a little different than the other Androids. In the game I use overlapping volumes to update Android 42’s text. When he overlaps one of these cubes it sends a message containing what new lines to show (string array). His text box is then closed (destroyed) and rebuilt/resized based on the number of lines he receives and their length. When a text box is updated it is automatically opened. This is to ensure he says things at the right time.




The Delay
When the texbox is updated it is automatically assigned a delay. This is to ensure the player has time to read the text before it disappears. Currently it is set to 6 seconds (6s) per line. In other words, 6s for each element in the array. The length of each line doesn't matter***.


The two ways to update and open the text box are by overlapping one of these boxes or when the player interacts with him (left mouse click).




The problem occurs when you want to send him a new text box but the count down delay has already been activated from a previous box. If he is sent a message with one line (6s delay) and then 5s later he is sent another message with a 6s delay the box will close 1s after the text box for the second message opens. Effectively opening an updated text box for 1s (You might experience this bug in the current game).




This happens most often when the player interacts with Android 42 right before he is triggered by another box.

The Fix
Being the professional Programmer I am, I created a very simple (but temporary) fix for this.

Here's the original delay:
When the Android is triggered you are given a delay time and regardless of what happens you will close your text box.



Now here's the (TEMPORARY) fix:
Scenario 1 (perfect scenario):
A message arrives and is assigned the "delay 1" branch. When that delay is complete it checks to see if another message has arrived before it's done. If not (delay 2 is FALSE), it completes it's task and closes the text box.

Scenario 2 (OMG!!!):
A message is received and is assigned the "delay 1" branch. Before delay 1 is complete another message is received and is assigned the "delay 2" branch. When the first delay branch finishes It checks to see if a second delay was received. If so, it will also take that branch and activate the second delay before ultimately closing the text box. This effectively adds the delays.





Like I said, It isn't pretty but it works for the most part. One bad thing is that the delays are constantly counting down in the background. Eventually they will close the text box and it might not be the best time. You can also only handle 2 delays. You could put another branch or twenty but I'm curious what else you think of.


Rules:
You CANNOT reject or delay a message. When Android receives updates he MUST accept them and immediately display them.

Similarly, You CANNOT "save" messages to display later.

You CANNOT change, add, subtract, pause, or alter a delay in any way once it has been started (you CAN ignore it when its done though).

You CAN close a message early.

You CAN add as many branches as you want.

You CAN break delay times up (e.x. 10 delays of .2 seconds Vs. 1 delay of 2 seconds).

You CAN literally do anything and we can rewrite the code but if we keep these rules it will make it a lot easier to insert .wav (voice acting) later.


Sorry "Signals" isn't done yet.


***
The delay could be based off the number of total characters and you could even add additional time for each '_' to account for complete words. It's actually pretty interesting. That's not the problem though.
CAT Interstellar - IonizedGames
Update 1.8.2
This is a smaller update dealing with the transition from the Mine to the Cave along with some generic bugs like the text box audio not being attenuated. If you’ve already played through the current build, there isn’t much new so I wouldn’t recommend playing through again until the next update.

I’m going to hold off on pushing the rest of the cave system until the next update. It’s really important to me and I want to have it at least to the same detail as the base and surface. Android 42s navigation is working really good. There’s a slight jolt when he switches from walk to run but otherwise coming along nicely. Lastly, we should have a linux version with the next patch (shaders are fixed!!!).

Level Design
Got rid of the red barrier before the elevator on the surface and replaced it with locked doors (it isn’t as cheesy).

Similarly, the door to the elevator in the base is now locked until you go to the lab to get briefed on the mission. This should help with the story a little bit.

The Mine level now requires you to activate 4 generators before the collapse. The start of the cave system now has sections of the SkyLift hanging down.

Community
If you should have received a key for any of the contests just email me at contact@ionizedgames.com

I tried to friend people and hand out keys that way but sometimes I couldn’t get a response.

I also want to thank everyone for hanging around this long and helping to troubleshoot the game. When I push the level “Signals” things are going to get a little darker. This isn’t a horror game but, they are trying to fundamentally alter a planet and there’s no such thing as a free lunch…
CAT Interstellar - IonizedGames
Update 1.8.2
This is a smaller update dealing with the transition from the Mine to the Cave along with some generic bugs like the text box audio not being attenuated. If you’ve already played through the current build, there isn’t much new so I wouldn’t recommend playing through again until the next update.

I’m going to hold off on pushing the rest of the cave system until the next update. It’s really important to me and I want to have it at least to the same detail as the base and surface. Android 42s navigation is working really good. There’s a slight jolt when he switches from walk to run but otherwise coming along nicely. Lastly, we should have a linux version with the next patch (shaders are fixed!!!).

Level Design
Got rid of the red barrier before the elevator on the surface and replaced it with locked doors (it isn’t as cheesy).

Similarly, the door to the elevator in the base is now locked until you go to the lab to get briefed on the mission. This should help with the story a little bit.

The Mine level now requires you to activate 4 generators before the collapse. The start of the cave system now has sections of the SkyLift hanging down.

Community
If you should have received a key for any of the contests just email me at contact@ionizedgames.com

I tried to friend people and hand out keys that way but sometimes I couldn’t get a response.

I also want to thank everyone for hanging around this long and helping to troubleshoot the game. When I push the level “Signals” things are going to get a little darker. This isn’t a horror game but, they are trying to fundamentally alter a planet and there’s no such thing as a free lunch…
CAT Interstellar - IonizedGames
Update 1.8.1

This isn't a huge update but I want to get back in the routine of pushing what we have roughly every other week. There's a lot of little things like grammatical errors and objects in weird places that we fixed but most of the dev time was spent on events, VR, and Android 42's movement.

Level Design
The Surface level now requires you to complete the SkyLift mission before continuing into the mine. In most playthroughs on youtube (because I literally watch them all) players go straight to the mine. We generally try not to force players to do stuff but seeing the SkyLift on the surface is almost mandatory to connect the opening scene with the one in the mine.

We also improved the transition between the mine and cave. This still has a lot more work to be done but it's better. In the next update you'll meet Android 42 in the mine. His pathfinding is coming along really well.


VR
I wanted to give you a quick update on how this is going. The DLC and branches (everything on the Steam side) is working good. The one problem we're dealing with is the auto resolution opening in full screen mode. Instead of wasting more time tracking this down I'm going to rip the whole thing out for the VR version and hardcode the resolutions in. We obviously won't be participating in the Steam VR sale until this is up and running.

Community
Last update we had a challenge to guess the genetic makeup of our dog Ziggy.



Here's the answer:



Thanks to everyone who played.

For this update I've got another one - Some of you might not know this but there is a cat in this game. Not a "CAT" but a real feline animal that lives in the base. If you can find her post a picture to the in the community screenshots (F12 while in-game) and I'll give you another key. Just comment here when you think you found her.

Hint: "She mainly stick to the air ducts where the O2 concentration is higher".
CAT Interstellar - IonizedGames
Update 1.8.1

This isn't a huge update but I want to get back in the routine of pushing what we have roughly every other week. There's a lot of little things like grammatical errors and objects in weird places that we fixed but most of the dev time was spent on events, VR, and Android 42's movement.

Level Design
The Surface level now requires you to complete the SkyLift mission before continuing into the mine. In most playthroughs on youtube (because I literally watch them all) players go straight to the mine. We generally try not to force players to do stuff but seeing the SkyLift on the surface is almost mandatory to connect the opening scene with the one in the mine.

We also improved the transition between the mine and cave. This still has a lot more work to be done but it's better. In the next update you'll meet Android 42 in the mine. His pathfinding is coming along really well.


VR
I wanted to give you a quick update on how this is going. The DLC and branches (everything on the Steam side) is working good. The one problem we're dealing with is the auto resolution opening in full screen mode. Instead of wasting more time tracking this down I'm going to rip the whole thing out for the VR version and hardcode the resolutions in. We obviously won't be participating in the Steam VR sale until this is up and running.

Community
Last update we had a challenge to guess the genetic makeup of our dog Ziggy.



Here's the answer:



Thanks to everyone who played.

For this update I've got another one - Some of you might not know this but there is a cat in this game. Not a "CAT" but a real feline animal that lives in the base. If you can find her post a picture to the in the community screenshots (F12 while in-game) and I'll give you another key. Just comment here when you think you found her.

Hint: "She mainly stick to the air ducts where the O2 concentration is higher".
CAT Interstellar - IonizedGames
V1.8 Update

Thank you for sticking with us while we fixed a few things. Here are the update Notes:

Environments
Levels
The Base and Mine environments have been expanded into their own levels. The environments are one of the stronger aspects of CAT Interstellar and the Base and Mine just weren’t up to snuff. We also hated the idea of confining the player to long corridors of dialog. Now the game if much more open and you can explore the world as you please. There are no mandatory quests and only about 30 seconds of mandatory dialog at the very beginning. After that you’re free to play the game and dig into the backstory as much as you like.

HUD
IT WORKS!!! If you’ve been following this game since the start you know this is something we’ve wanted from the beginning and we have finally got it working (Dead Space clone here we come). You now have a 3D HUD for the temp, speed, and boosts left. The importance of the temp gauge will be explained later in the story.

Atmosphere
We added close to a 100 times more dynamic lights and objects. This is something we wanted from the beginning and were finally able to do by breaking the levels up. We also changed the “grab” function to grab vertices and free the rotation. This makes interaction a little more fluid.




Menu:
Supports custom resolution.
Key rebinding!!!
AutoDetect resolution on start up.
Improved interface and responses.
Added a Dev Tab.

Game Size:
Decreased from ~7.5Gb to ~4.3Gb
We made massive optimizations to the game in terms of file size. This was mainly due to reusing detail normal maps. Every model in the game has a normal map and most items had a detail normal map. Now we’re using the same detail normal for almost everything. We also atlased the textures we use most often. This won’t just effect download size but also decrease the number of draw calls and load times for levels. This should give an across the board boost to frame rates.

Androids
Animations
The Androids now actually look like they’re talking. They also walk around the environments with various dialogs. This isn’t Elder Scrolls: Oblivion but it should be a little more immersive. The environments have also been flushed out with a lot more Androids. The new dialog system lets us place and edit Androids a lot faster than before.

Dialog
The voice acting has been replaced by dialog boxes. This is a pretty big change to the original design and I really want to know what you think of it. There are a few reasons we switched to this:

Translations are now possible since we’re dealing with text files.

This works effectively as subtitles for VR - The default UE4 subtitles system does not (and probably will never) support VR.

Since the beginning we always had a little heart burn about the androids "talking" to DOG. We originally just hand-waved this and said DOG's pitch modulator wasn't working so they had to use audio channels. Not that the androids would be incapable of speaking English but they would most likely communicate over radio waves. This dialog system sort of emulates that. Give it a run through and let me know what you think.




VR
The original idea was to allow the player to swap between 2D and VR seamlessly in the game. What we didn’t expect was how poorly this would work with SteamVR. The solution for this is to separate the conventional build and the VR build using DLC. I know we said we wouldn’t have DLC but this is a little bit of a different situation and it will obviously be free. This should be coming this weekend or early next week.

DOG
Added DOG’s sensor back into the game.
Added animations for jumping and landing.
Added 3D HUD.
Improved interaction logic.
Added toggle sprint.

Development
The obvious elephant in the room is how long it took us to push an update. If you haven’t read our previous announcement about what went wrong, you can find it here. I understand that even with a single developer working on the game this is simply unacceptable. We’ve implemented source control and switched from Trello to a similar in-engine note system. These things wouldn’t have prevented the bug that shut us down but they will most certainly prevent delays in the future. With this new build I hope to be able to push updates as frequent as I have been on the beta branch (average 3.5 days since June 5th). The Dev tab will also make it easier to get more information about bugs in the future.

Community
Lastly, and at the risk of ending up on Reddit as the most unprofessional indie dev ever, I thought we could play a game. We obviously make a lot of cat and dog references and I just got the DNA test back for our dog Ziggy. Here’s the pie chart of the breeds that came together to make him.



If you can correctly guess atleast 3 of the 6 I’ll give you a free copy of the game. Just post a comment of what 3 breeds you think he has and I’ll message you with a key if you’re right. Here is a few more pictures to help you out.

Hint: He doesn't have a drop of German Shepard.
CAT Interstellar - IonizedGames
V1.8 Update

Thank you for sticking with us while we fixed a few things. Here are the update Notes:

Environments
Levels
The Base and Mine environments have been expanded into their own levels. The environments are one of the stronger aspects of CAT Interstellar and the Base and Mine just weren’t up to snuff. We also hated the idea of confining the player to long corridors of dialog. Now the game if much more open and you can explore the world as you please. There are no mandatory quests and only about 30 seconds of mandatory dialog at the very beginning. After that you’re free to play the game and dig into the backstory as much as you like.

HUD
IT WORKS!!! If you’ve been following this game since the start you know this is something we’ve wanted from the beginning and we have finally got it working (Dead Space clone here we come). You now have a 3D HUD for the temp, speed, and boosts left. The importance of the temp gauge will be explained later in the story.

Atmosphere
We added close to a 100 times more dynamic lights and objects. This is something we wanted from the beginning and were finally able to do by breaking the levels up. We also changed the “grab” function to grab vertices and free the rotation. This makes interaction a little more fluid.




Menu:
Supports custom resolution.
Key rebinding!!!
AutoDetect resolution on start up.
Improved interface and responses.
Added a Dev Tab.

Game Size:
Decreased from ~7.5Gb to ~4.3Gb
We made massive optimizations to the game in terms of file size. This was mainly due to reusing detail normal maps. Every model in the game has a normal map and most items had a detail normal map. Now we’re using the same detail normal for almost everything. We also atlased the textures we use most often. This won’t just effect download size but also decrease the number of draw calls and load times for levels. This should give an across the board boost to frame rates.

Androids
Animations
The Androids now actually look like they’re talking. They also walk around the environments with various dialogs. This isn’t Elder Scrolls: Oblivion but it should be a little more immersive. The environments have also been flushed out with a lot more Androids. The new dialog system lets us place and edit Androids a lot faster than before.

Dialog
The voice acting has been replaced by dialog boxes. This is a pretty big change to the original design and I really want to know what you think of it. There are a few reasons we switched to this:

Translations are now possible since we’re dealing with text files.

This works effectively as subtitles for VR - The default UE4 subtitles system does not (and probably will never) support VR.

Since the beginning we always had a little heart burn about the androids "talking" to DOG. We originally just hand-waved this and said DOG's pitch modulator wasn't working so they had to use audio channels. Not that the androids would be incapable of speaking English but they would most likely communicate over radio waves. This dialog system sort of emulates that. Give it a run through and let me know what you think.




VR
The original idea was to allow the player to swap between 2D and VR seamlessly in the game. What we didn’t expect was how poorly this would work with SteamVR. The solution for this is to separate the conventional build and the VR build using DLC. I know we said we wouldn’t have DLC but this is a little bit of a different situation and it will obviously be free. This should be coming this weekend or early next week.

DOG
Added DOG’s sensor back into the game.
Added animations for jumping and landing.
Added 3D HUD.
Improved interaction logic.
Added toggle sprint.

Development
The obvious elephant in the room is how long it took us to push an update. If you haven’t read our previous announcement about what went wrong, you can find it here. I understand that even with a single developer working on the game this is simply unacceptable. We’ve implemented source control and switched from Trello to a similar in-engine note system. These things wouldn’t have prevented the bug that shut us down but they will most certainly prevent delays in the future. With this new build I hope to be able to push updates as frequent as I have been on the beta branch (average 3.5 days since June 5th). The Dev tab will also make it easier to get more information about bugs in the future.

Community
Lastly, and at the risk of ending up on Reddit as the most unprofessional indie dev ever, I thought we could play a game. We obviously make a lot of cat and dog references and I just got the DNA test back for our dog Ziggy. Here’s the pie chart of the breeds that came together to make him.



If you can correctly guess atleast 3 of the 6 I’ll give you a free copy of the game. Just post a comment of what 3 breeds you think he has and I’ll message you with a key if you’re right. Here is a few more pictures to help you out.

Hint: He doesn't have a drop of German Shepard.
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