Ecosystem - Mike
Welcome to the 2nd Ecosystem newsletter! As well as some behind-the scenes bug fixing and plenty of polish, there’s quite a few things to share from recent development this time round – including what Tom’s been working on in terms of a realistic fluid simulation, a more natural system for the plant life, and the finalisation of work on the terrain editor.


Parrotfish-like creatures swimming in a complex reef

Terrain Editor

The full game will have a far more advanced terrain editing system than currently exists in the demo. There will be extensive options for the easy generation of complex terrain, and the results can be very pretty. The short video below shows a glimpse of the potential of some of these new features.

https://twitter.com/EcosystemGame/status/1228834138272256000

The system allows large-scale base parameters for the beginning of your game such as the jaggedness of the terrain, different soil types, if it’s flat or mountainous, and lots more besides. The idea is that you can quickly make an ocean of your choosing, then edit it further manually. It’s easy to create reefs, lakes, beaches, cliffs, or even if you want to go a little further off the deep end (pun absolutely intended) alien-looking environments.

Fluid Simulation

A lot of the most recent work has involved the creation of a fluid simulation. In a real-world ocean environment, the flow of currents is a vital transportation system for everything that breathes life into it.

Tom has recently been been working on a full current system, which will affect many aspects of the game. For those interested in the technical details, the new fluid sim uses a kind of Lattice Boltzmann method that accurately models the way a current flows around terrain. Plankton and eggs that creatures lay can now float in the current and be transported by it. It will also affect the distribution of nutrients, and the direction from which creatures can pick up the scent of them. In the below video the small blue lines (which are an optional visual) indicate the direction of current around a boulder .

https://imgur.com/a/uKBC8iK

The demo has fairly artificial-feeling nursery system, in that the game senses a U-shaped cove in the terrain and creates one, but they’re all as good as each other. However, in the new system, a cove really will catch eggs and plant seeds (more on that in the next section) and they will be affected by the flow of water over and around them, as dictated by the fluid sim.

Plant Growth and Decay

Although plant life is not the focus of the game, the drive to make the whole environment feel like a unified, breathing ecosystem where everything is affected by everything else means that Tom has begun to work on a more involved system for plant growth. In the demo, once plants are placed they are static and do not respond to outside influence.

https://twitter.com/EcosystemGame/status/1236278580755259392

With the currently in-progress system, they will spread out across suitable terrain. They have their own preferences for light, soil, crowding and nutrients. If they’re healthy they will release seeds (which can be swept along in the currents, and deposited far from the parent), or if things are not to their liking they can become ill. It’s worth noting that plants will not evolve (the creatures are the evolutionary aspect of the game) but combined with everything else, they are now connected in a much more fully-featured Ecosystem. It gives more space for creatures to find evolutionary niches, and there’s no doubt some of them will be surprising.

The Real World Situation

It would seem strange to write a newsletter potentially read by lots of people and not mention the current crisis going on in the world. We hope you and your families are staying safe in your homes, and let’s all remember to be considerate to those around us whilst this virus passes. Play some games, stay in touch with your loved ones, and above all be kind to yourself and everyone.
New King - Bigstone
Adjust some balance issues so that the game doesn't end prematurely.
  • Extend in-game day time to reduce enemy spawning frequency.
  • Reduce the health points of goblins from 60 to 45.
  • Reduce prestige punishment form the death of NPC units.
Between the Stars - The Bullet
Hello everyone!

We've finally finished the fourth chapter (the largest by very far!) of Between the Stars, alongside a host of new changes and additions to existing gameplay.

As this is a very large patch we would like to Beta test it for at least a few weeks in order to gather your feedback prior to releasing this into the wild.

If you would like to join the Beta Branch and play the fourth chapter, as well as all of the new features, all you have to do is click on the game in your steam library, then right click, click on properties, click BETAS and then click beta.

Please understand that this is a BETA release and that there are risk of bugs, errors and crashes. We reccomend you make a backup of your save file just in case. We don't anticipate any large issues but as with any beta, it's better to be safe than sorry.

To backup your game, save the folder C:/Users/YOUR USER/AppData/LocalLow/Isolated Games/Between the Stars/SavedData

Besides the bugs and issues you might notice, this Beta build lacks some balancing, polish and a few tweaks that will be incoming in the coming days.

The following is a changelog for this version of the game:

Beta Change Log - v0.2.2.0.2b
  • We have added an outline to the enemy ships. You can enable or disable this in options.
  • The textures of the ships of the Children of the Sun have been improved to increase their visibility.
  • The event window has been increased in size to make it easier to read.
  • New playable ships of the Children of the Sun have been added.
  • The wingman system has been added. This system allows ships to accompany the player.
  • Added two new ships that are available as AI ships and as playable ships.
  • 60 new main story events have been added.
  • More than 1,300 voice clips have been added.
  • Added the option “ships detail” in options. This option shows or hides side-powered engines and their effects on AI-controlled ships.
  • Three new weapons have been added:
    - 15-PAC Plasma Artillery Cannon
    - 22-PAC Plasma Artillery Cannon
    - 34-PAC Plasma Artillery Cannon
  • Added the option to play without dice-based crew battles. Players who prefer to play without these bouts can disable them from the "Game" panel in options.
  • Added option to play dice rolls. Players who prefer to play without dice rolls can disable them from the "Game" panel in options.
  • Added an option to disable effects of captain's negative attributes. Players who prefer to play without negative attributes can disable them from the "Game" panel in options.
  • The number of artillery cannons that can be equipped on enemy ships has been limited.
  • Much of the damage to shields caused by conventional artillery guns has been reduced.
  • The accuracy of artillery guns has been reduced.
  • The energy cost of artillery cannons has been reduced
  • Fixed a bug which did not show the captain's name when an attribute was gained.
  • Fixed a bug that caused some enemy ships to appear scanned from the start.
  • Fixed a bug in the event "A new beginning" (# 114) that kept the Hallowey family on the ship despite having left them.
  • Fixed a bug in the event "The Council" (# 168) regarding the status of Dr. Banner.
  • Fixed a bug in the event "Choosing a Future" (# 120) where a wrong contract was given avoiding continuing the story.
  • A bug that softlocked the game in the event Dinner Invitation (# 208) has been fixed.
  • A bug in the language selection has been fixed.
  • A minor bug that affected the facial animation of some characters has been fixed.
  • A graphic bug that activated lasers when they did not have a shooting angle has been fixed.
  • A graphic bug that caused lasers to go through ships and objects has been fixed.
  • The bug report tool has been fixed and improved.
Apr 17, 2020
Questinarium - Dymchick1
Hi everyone, Dymchick1 is here!

Great news! Questinarium has been released!
Thank you all for beta test feedback :)
No one lives under the lighthouse Director's cut - tiebanoemudilo
We are sorry to say that, but we can't release the game today. It works almost fine, definitely can be called playable, but we need to handle critical bugs and polish some parts of it.

We estimate the game to be finished by Tuesday, April 21. Currently, we're getting our coffee done and prepare for the weekend journey full of fixes and updates.

You can never make it perfect, but it's always worth trying. ːtragedianː
Eslander Alpha - Bullet in your head!
After much testing and development, we are finally one step away from completing the multiplayer.

We are doing our best to create a seamless multiplayer with servers in all countries. That's why we decided to use the Steam Multiplayer system, which was specifically designed for our gaming engine. It will use the same settings and mode as Dota 2 and the Counter Strike Global Offensive. There will be no need to create a new account in the game as Steam is already integrated and multiplayer works. But we recommend that you do not use it yet. An additional section in the Tutorial Menu will be created for the multiplayer (usage mode). Thanks for your patience! We will do our best to reach you faster.
Apr 17, 2020
Weaponry Dealer VR - Odooh
Hello Dealers,
I kept this game in early access for some time now, even though I delivered everything I promised for this game. This game was never meant to grow big, rather a small casual game with low poly graphics.
Just to recap what was added to the game(some updates were promised, some were not):
  • Apartment (was not promised but added based on feedback)
  • Gun Factory (was promised)
  • New look (was not promised but I thought new look was better)
  • Countless small features suggested by players

I just want to take a moment and thank all of you who supported me in this journey. I will still fix new discovered bugs in terms of development or updates it is the finish line for this game.


Panther VR - Wolfdog Interactive

Hello everyone,

Hope you are all safe and well. Normally we release a new dev update on Kickstarter, but this time we wanted to share some news on our Steam page as well. It has been a weird time for the whole world. It shows us even more that we all need to work together and stay positive for the future. While we are staying safe and following the instructions from our government, we are still fully continuing our work on Panther VR. In this update, we will tell you more about the already released Alpha Version of Panther VR and we will share some light on the current process of the game and future release dates of the Beta and Early Access versions of Panther VR.

For the last Dev updates, Please check out our Kickstarter page.





In March we released the Alpha version of Panther VR for our Kickstarter Backers with the Operative Perk or higher. We have worked a long time for this first official public version, and we were looking forward to the launch of the Alpha. It was a great opportunity to playtest the core mechanics and to collect a lot of precious feedback from the backers.

Luckily a large majority of the Alpha backers had the opportunity to explore and test out the Alpha version of the Game. We received a lot of amazing and positive feedback and suggestions on the official Panther VR discord. We also have sent out a survey to all Alpha players to collect even more details on their experiences. They did a great job of locating remaining bugs and glitches or test out the game on different HMD, controllers and computer setups. We are listening to every suggestion to make the game even better for the Beta and Early Access version.

For more information about the Alpha content, please check out this last Dev update.





We also want to talk a bit more about the current COVID situation and how it has affected us and the development of Panther VR. First of all, we all hope that you are safe. The well being of our team and players is our first priority. That is why we are following the guidelines set by our government. For those who might not know, our office is located in the Netherlands, which has issued, in what they call; intelligent lockdown. This means that our office is closed down since March and that everyone is working safely from home. As of this time of writing all team members and their relatives are still healthy.

While we are still working hard from our own homes, it is far from ideal. We truly love to work on Panther VR, it is truly a passion project and after seeing the positive reaction from the Alpha, it made us even more excited for what is to come. Everyone's well being is the most important, but having such a huge passion for the game, It also pains us that the current situation has slowed down the development process.

This means that we need to delay the Beta to end of April/start of May and the Early Access version will follow shortly after that at the end of May. We really want to make something we are all proud of, and we are still doing the best we can with the limited resources we currently have. We truly hope you will understand, and we wish everyone the best in these strange times. We will get through this, and we can't wait for the game to officially go live. If you have any more questions regarding this, or if you just want to share your thoughts with us, please check out the Panther VR discord!







There might be some small delays, but we are still making a good process on the Beta. While the main purpose of the Alpha was to test out the core mechanics, the beta is the moment to expand on those ideas. Besides fixing bugs and glitches, we want to flesh out some core mechanics and test out the hideout. Our main job is to get the core of the game ready for Early Access. Once that goes live, we can start adding new content, levels, missions, weapons, gadgets etc.

For more information about the Alpha content, please check out this last Dev update.

This is what you can expect from the Beta:

Fix Alpha Bugs: The Beta will improve on the Alpha. We will try to fix a lot of Bugs/ feedback and suggestions from the Alpha.

Changes to the First Level: Based on feedback, playtesting and new content, we will update the current and first level of Panther VR.

More Level/mission randomization: We want to add more randomization to the level. New objective locations, guard routes, and new escape locations, in order to make the game feel even more different every time you play the game.

Physical interaction player: We reworked the player interaction system, to let the player physically interact with the world. This means that your hand, arms, and weapons will interact with the environment and won't clip through walls anymore. [Side Note: Some of you might have noticed it in the Alpha, but due to performance calibrations, we turned off a lot of interactable items in the level (besides the wrench, screwdrivers, and loot). In future updates, we want to add a lot of interactable items in the level to play around with. Such as drawers, mugs, bottles, fire axes, office supplies etc.]

Improvement of Laser security systems: Security routers will be added in the game that will control the laser fences. Giving you the opportunity to turn them off.

Ingame Menu: We are working on an ingame "pause" menu with a reset button and some settings to tinker with.

Adding the Hideout: The main purpose of the Beta is to test out the hideout. This hideout will serve as the main hub of the game, just like the Main Chamber does in VR Dungeon Knight. From this location, you will be able to choose your missions. More functionalities will be added in later updates, like Leveling systems, data drives, mission/contract systems, weapon load-outs, and weapon customization. Backer credits and Golden Plaque with Founders can also be found in this hideout.







We cannot say this enough, but please consider joining our community on Discord! We see our community as one of the most important things in our production process. We want to hear your feedback, support, suggestions, and questions regarding Panther VR. Make the game even better and make it truly yours. We take great pride in our community and we added a lot of community requested stuff in our other game; So please join us, Agents!
Links:











We hope you liked this dev update, and that it gave you some more insight into what you can expect from the upcoming Beta. If you liked this update, let us know in the comments or on discord.
As always: if you have any more questions, please don't hesitate to contact us. Please don't forget to join the Panther VR Discord, and get involved with your feedback and suggestion. Thanks again!

- Wolfdog Team


MisBits - DeepVJoe

New Features
Badge System

Introducing Badges- when your game action starts heating up, events like Pain Train and Payback Time will highlight your due recognition.
New Arcade Maps
Presenting new Arcade Maps - try out a different style of Kickbrawl with Multi Goal or test your parkour skills with El Pollo Rapido or out on the Rainbow Route.
El Pollo Rapido

Grab a chicken and go! Run and hop through the three worlds of this map and make it to the end 3 times to win!
Rainbow Route

Surf the snakelike platforms using the Voodoo body. Avoid the Laser panels along the route that deal more damage the further you progress! Tip: The walls in the spawn room show how far you've gotten.
Multi Goal

A Kickbrawl map with six goals? You bet your broomstick it is! Large goal scores 1, medium counts for 2, and the small goal is 3.
Bug Fixes
UI Changes
  • Game UI has been adjusted to to make room for Badges (as well as some future surprises...)
Arcade Games
  • Fixed an issue where duplicate screenshots were appearing in the Arcade menu.
  • Players entering a game after it’s already started will no longer see deactivated triggers as being active.
Tutorial
  • Fixed some minor issues with the Tutorial
Quickplay
  • The Quickplay end screen timer will no longer reset for all players when a player leaves the game.
Key Mapping
  • Sprint & Kick buttons can now be rebound differently on controllers.
Skin Challenges
  • Brotos style challenge #3 now updates properly when players score goals.
  • Grabatron Heist & Voodoom Theft challenges have been adjusted to use proper text in the objectives.
Apr 17, 2020
Ancient Warfare 3 - jni97
Content
  • Added military backpack, future backpack, WW bag and quiver unit equipment
    • All increase start ammo amount, some add additional weapon slots
    • Players can carry up to 4 weapons with some backpacks
  • Added container coloring options

Features & Improvements
  • Performance improvements
    • Improved game database access performance for faster loading off unit/object/equipment data
    • Fixed bad cpu performance in the editor with many objects (> 5000)
    • New editor selection highlight effect with much better rendering and cpu performance
    • Improved battle loading performance
    • Removed "Calculating building dependencies" game freeze
    • Improved overall physics performance for moving objects (Up to 30% frame rate increase with 400 units that are just moving around)
    • Workshop icons are now cached to reduce main menu lag while loading them
  • AI improvements/fixes
    • Improved line of sight calculations
    • Units in guard mode will search a visible target instead of focusing on a closer invisible target
    • Fixed that archers can have problems to aim at units on walls
    • Fixed that melee units try to focus unreachable units on walls in some cases
    • Fixed that melee units ignored close units to reach a unit on the terrain
    • Fixed that some units on walls got ignored by melee units
    • Fixed that units could loose their targets because it got out of their fov
    • Improved unit decision performance
  • Custom battle/prefab/unit files are now loaded/saved and parsed asynchronously to remove application freezes
  • Replaced the debug menu with a console that also shows log/error/warning messages for easier bug reporting (Open with F1)
  • Added in-game fps counter (F1 -> "debug.fps 1")
  • Subscribed unit workshop icons will now have red/blue colors after restarting
  • Unit spawners will now use spearate spawn limits
  • Objects can no longer be placed at the side of other objects
  • Improved vanilla and custom unit icon generation

Bug fixes
  • Fixed enabled light sabers while not in player hands
  • Fixed wrong icon generation for subscribed workshop prefab
  • Fixed a bug that allowed corruption of battle file when testing a battle and returning to the editor
  • Loading a battle with drop vehicles that contains unknown custom units will not be shown in the settings panel
  • Fixed a bug that allowed drop helicopters to drop units below the terrain
  • Fixed various prefab placement bugs that caused jittering of objects
  • Fixed the black hole gun
  • Fixed that placing waypoints for units placed in a formation would result in errors
  • Fixed wrong unit attack range visuals in the editor
  • Fixed that trees did not block unit navigation
  • Fixed that unit spawners would randomly reset their spawn list after loading a battle
  • Fixed that custom units from spawners would get their attack distance reset
  • Fixed foundation placement on raised terrain maps with ice on it
  • Fixed that vertical fov indicator did not align with the unit rotation
  • Fixed zeppelin self destruction with "drop carpet" mode enabled
  • Fixed wrong ammo type from RPG ammo pack
...