For August felt like there needed to be some more variety in the combat so I created the first melee enemy. I also implemented the weapon shop UI.
So previously, this FPS game only had ranged units which is the walker mech and the bullet & rocket turrets. But since they were ranged units, making them fast would probably make them too difficult especially for enemies on the first floor. But I wanted there to be some kind of pressure to make you want to move around so that's why this melee enemy was created!
The idea with this enemy is that it will chase you and move faster than you can. When you come into range it'll lock onto a position a bit farther back than your current position, wait a bit to give you some visual indication that it's doing an attack, then charge the point. It's not meant to be a hard enemy when alone, but when there's a lot of them and when dealing with ranged enemies they can get pretty difficult.
Also, if they hit anything, they'll do a little knockback like this:
I also worked on creating the weapon shop UI. I personally think it looks pretty good, but in retrospect, I'm thinking that it should probably show some stats comparisons to the weapons you currently have. I also think from a quality of life perspective, you should be able to select which gun you want to replace after you buy the new gun. Additionally, there's nothing implemented right now for dropped weapons and I feel like you should still be able to pick your old gun up if you made a mistake with the purchase, so that's something that needs to get made.
Going to be honest here, but I feel like this month was OK but pretty light on my side project work. I got really into a game called Battle Brothers and I've been playing it sooo much haha. Might need to pull the trigger and hit it with the uninstall, but still on the fence about that. :P
Anyways, for September what I want to do is:
Dropped weapons pickup and equip
Elevator to hide level generation and loading
Continue to work on game feel
And that's all I have for this devlog, thanks you guys for following along! Cya next month with some more updates! :D
We are excited to announce that Forsaken Portals will be available on December 1, 2021.
Despite the Early Access status, you will see a finished game with all the features we currently have planned. However, we will use the time to make further detailed improvements and fix any bug that might occur - based on your feedback. We also plan to support more languages. More information will follow soon on the store page, so stay tuned!
We are looking forward to welcoming you on board of a ship in December!
Welcome to Immersive Arcade. This one-of-a-kind project is the first national collection of 12 of the best examples of virtual reality (VR) and 360 experiences created in the UK between 2000 and 2020.
The showcase will feature the following experiences:
Common Ground
Darren Emerson, East City Films
Common Ground is a VR documentary narrative exploring the history, politics and human face of the current crisis in the UK housing system. Through the brutalist concrete blocks of the notorious Aylesbury Estate, the biggest social housing estate in Europe, audiences will enter its world from its construction to its controversial redevelopment today. This multifaceted VR documentary questions notions of community, examines the dis-enfranchisement and demonisation of the working class, and captures the sense of betrayal that residents feel when they are forced to move on.
The Invisible
Darkfield
Imagine you could make yourself invisible. What would you do with this remarkable talent? Could you resist the temptation to wreak havoc on the unsuspecting? If you cannot be seen, how can you be held responsible for anything? Meet the invisible man and choose your path.
Fly
Charlotte Mikkelborg, Novelab
From a multiple award-winning VR team and Oscar-winning special effects team, Fly enables you to become a time-travelling pilot - from the earliest imaginings of Leonardo da Vinci and his ornithopter, to the Wright Brothers’ success on Kitty Hawk Beach and, ultimately, into one potential future of flight.
Notes on Blindness
ARTE, Atlas V, Archer’s Mark, Novelab
An immersive virtual reality (VR) project based on John Hull’s sensory and psychological experience of blindness released alongside the feature film.
Limbo
The Guardian and ScanLAB Projects
Limbo enables viewers to experience what life is like for many asylum seekers in the UK who are waiting to hear whether they will be permitted to stay in the country. Placing viewers in the shoes of a newly arrived asylum seeker, Limbo uses the voices of real asylum seekers to guide the viewer through the experience - from arriving in an unfamiliar city to the Home Office interview which will decide their fate.
Narrated by actress Juliet Stevenson and compiled through interviews with 12 asylum seekers, Limbo enables a glimpse into their psychological state. They are caught between two lives - that of the place they left and the new life they hope to build.
Main Credits: Matthew Shaw, William Trossell, Shehani Fernando, Francesca Panetta, Nicole Jackson
Vestige
NSC Creative, Atlas V, Kaleidoscope, RYOT
VESTIGE is an award-winning, room-scale VR creative documentary that uses multi-narrative and volumetric live capture to take the viewer on a journey into the mind of Lisa as she remembers her lost love, Erik. Within an empty void, fragments of past memories appear of their life together. As we navigate the space to explore these moments, new memories are triggered revealing new pathways through the story. Over time the memories become entangled with a haunting vision and eventually lead us to the shocking moment of Erik’s death. Every viewing will reveal a different journey towards this moment, revealing the complex world of memory and grief.
Main Credits: Aaron Bradbury, Paul Mowbray, Antoine Cayrol, Jill Basmajian
Lucid
Breaking Fourth
Eleanor is a renowned children’s author and illustrator. A car accident has left her in a coma. Before Eleanor is taken off life support, her daughter Astra is given the chance to undertake an experimental treatment that will allow her to enter Eleanor’s mind, for one last goodbye... Astra’s presence triggers a surprising reaction. Eleanor’s mind comes to life, transporting Astra to the magical world of her famous book series. As Astra explores tree-houses in the sky, stunning ice fields and enchanted forests she discovers the disturbing truth behind her mother’s accident.
Main Credits: David Kaskel, Kenneth Henderson, Pete Short
Somnai
Layered Reality
SOMNAI was a location-based hour-long immersive event at a venue in Central London set over 25000sqft that ran during 2017 that was a theatrical lucid dreaming clinic. It consisted of 35 different rooms each with a mixture of live performance, physically-layered virtual reality, 360° immersive projections, dream-like physical sets and interactive technology. 6 people would go through at a time with the show running daily and every ten minutes.
Main Credits: Carl Guyenette, Connie Harrison
Home: A VR Spacewalk
BBC and REWIND
Inspired by the NASA training programs used by British astronaut Tim Peake, Home – A VR Spacewalk enables would-be astronauts to embark on a spacewalk 250 miles above the Earth’s surface, something only a few people have ever done for real. They are tasked with making a repair on the outside of the International Space Station, before being confronted with a heart stopping emergency situation.
Home’s ambition as a piece of VR was to combine a strong narrative and sense of drama with the incredible impact possible in an immersive experience to encourage and enhance the public’s interest in space.
Nothing To Be Written
59 Productions and BBC
During the First World War, millions of multiple-choice postcards were sent home by soldiers from the trenches. Nothing except a signature was allowed to be written on the card – communication could only take place through prescribed phrases.
Part artwork, part documentary, Nothing to be Written tells the stories of these ‘Field Postcards’ and is inspired by the circumstances under which they were written and received. Nothing to be Written is a BBC virtual reality experience by 59 Productions, with an original score by composer Anna Meredith, commissioned by the BBC VR Hub.
Flood
Metaverse, Stare at the Wall, National Youth Theatre
Flood is a groundbreaking 45-minute location-based XR drama for up to 8 audience members. It’s a dark, foreboding, cinematic experience, set during and after an apocalyptic climate event, which confronts audiences with a bold and visceral vision of what happens when land turns to water. Audiences are dropped into a beautifully bleak virtual world where they have to work together with the cast to find dry land. Engaging with themes of displacement and exclusionary politics, Flood aims to bring to life the effects of our negligent decisions, the unequal impacts of climate change, and its influence on generations to come.
Modigliani VR: The Ochre Atelier
Tate and Preloaded
Modigliani VR: The Ochre Atelier reimagines Modigliani's final Parisian studio, where he lived and worked in the final months of his life in 1919 and 1920. A previously undocumented space, the artist's studio has been brought back to life in VR through more than 60 objects and artworks.
Drawing upon extensive archival materials and new research, the experience provides a unique glimpse into the conditions, work and life of one of the most celebrated artists of the early-twentieth century.
The VR experience was the first of its kind to be installed at Tate Modern as part of a blockbuster exhibition.
-- Head over to the Immersive Arcade website to learn more.
This is the first of several updates introducing a key component to the gameplay: Fuel.
New Features:
Power balance is now computed at the level of each reactor.
Reactors will consume fuel while producing power.
Reactors have a built-in small fuel tank (250l for a 1m reactor)
Tank can now store fuel (1000l per 1m3)
Pipe can now transport fuel from tanks to reactors when reactors request it.
Reactors will always try to fill their own internal tank.
Entity Codex Setting: [Reactor Auto-refill fuel]
Entity Codex Button: [Refill Tanks]
You can debug Reactors data by clicking on it while the Link Tool is equiped.
You can debug Fuel data on Pipes, Tanks and Reactors while a pipe/tank is equiped by looking at it.
State of fuel integration, legacy and creative support: For now this is useless as we dont have yet a way to harvest gas or buy it a stations. While these features are being added and in the sake of legacy and creative play an entity setting has been added: [Reactor Auto-refill fuel]. It will be toggled On for legacy blueprints and also on new ship in creative. You can toggle it Off and use the [Refill Tanks] button if you want to help debug and balance the new fuel system!
A few numbers regarding the current balance:
A 1m reactor can produce full power for 60 seconds on its interior tank
A 1m reactor needs a 0.25m pipe connection to be refilled in real time.
=> those numbers will change depending on community feedback - they are starting figures. Dont yet spend time on retro-fitting your ship for those wanted to do so.
A few words on the behind the scenes: The tech is using data driven design and is multi-threaded so performance should be very good (0 impact in my stress-test) The logic is purely local, so complex piping network will not stress the system.
To be added soon:
Gas to be harvested
Refill at stations
Transparent tanks and pipe, to see the flow live
Valve to control flow.
Docking transfert
Potentially way to increase tank pressure: cryo addon, or COPV tank.
Bugfixes:
#4100 RBG gate's off color changed after restart
#4132 Issue with copy-paste and link with non-copied children entities
It's Wednesday, and the second patch is out! List of changes: - NEW UNIT Paladin (alternative to horseman) - NEW UNIT Bomb thrower (alternative to musketeer) - Now you can pick what units you will have before each match. - Added some juicy UI animations.
A visual improvement has been added to improve the game feel from far distances. Now thrusters, lights and entities have a smooth glow when viewed from afar (like the current light on the torus). Soon more elements will use the same technology.
Released mostly to address 0.22.0 introduced bugs (sorry for those)
Changelog:
Change: Close panel on right-click (due to using the right button for other interactions- you need to right-click the panel you wish to close) [requested by thelefthorse]
Change: Move storage filters under contents sections
Bug Fix: Resources to be sold to the vendor was stolen by the crew and brought back to storage [reported by NetWitch[
Bug Fix: Loading device production settings were overwritten to default state
Up next would be to address the growing device panel (maybe by adding scroll), extend the research tree (pipe transfer speed, locked filters) having module using hull plates, adding quick resupply dock port, introduce loan repayment rewards, maybe introduce multi-language support and many more
The patch 1.1 fixed some bugs and also introduced some improvements in the game.
Bug Fix: -Load problems. -Rendering problems. -Adjustments Galinacio meters. -Adjustments for the interface to behave in a functional way on larger screen sizes.