INTRODUCTION Hello everyone! Welcome back! Get ready for the February devlog! This devlog (unlike most recent devlogs) actually has a lot of interesting things to talk about and show you. We've been planning on working a lot more on the game and trying to make devlogs have as much content as possible, so from now on devlogs should have a lot more content. This month has more content relating to the game's promotion and showcase rather than actual in-game features but that's okay as hopefully this will be as interesting to you guys as the in-game content. But there still is some in-game content here. Anyway let's begin!
TRELLO ROADMAP
If you are a member of our discord server, then you probably already know about this, and if you saw the steam announcement. But we made a trello roadmap. A few weeks ago, our team got the idea to make a trello roadmap. And after some thinking, we decided that we will make one! We got a few members of the team to make Trello accounts and we started working on the roadmap. After a while, we got a small prototype working and showed it to our discord members. The community seemed to like it, so we decided that we would continue making the roadmap. Making it was quite boring, the worst part was writing the card descriptions, it was extremely boring. We had to write an extremely in-depth description of every feature that will be in the game, we even wrote descriptions for stuff already implemented. That took a while, but with help of the team it was even shorter. For some stuff, we didn't know what to write, so we just left them blank. Then we added some pictures. And after a while, we finally completed the roadmap. And now, it's yours to enjoy! Here's the link: https://trello.com/b/QrpZsTQd
Of course we will make more changes to the roadmap later on, but for now this is it. Anyway let's move on..
PLANS FOR WEBSITE Our team has decided that we should probably make our own Altus Interactive website. Every other indie game studio has a website, so why wouldn't we? The only problem we came across was coding it. We have absolutely zero experience coding a website and we don't really have time to learn. So we decided that we will be using a website called Webnode. Webnode is a website where you can create your own website easily and free, so we decided we will be using it. And after doing some research, we also realised that Affray Studios and HST Studios also use webnode for their websites, so that wouldn't make us the only SCP game company that uses webnode.
We haven't started making the website yet, but we do have some plans for it. For now, we think the website should have pages each related to their own theme. For example, there could be an "about" page where all the info related to Altus is. There could be an "SCP: THE PARANORMAL" page where all the info about the game is. And more.. So that's our plans for the website so far, as mentioned earlier, we still haven't started working on the website yet. And will likely start working on it next month. So expect more news relating to the website next month.
Now we get to the in-game stuff.
FACTION VEHICLES (& VEHICLE WRECKS IN ZABRODNIK) Ah, now we finally get to this! This is arguably my favorite part of this devlog, so I can’t wait to begin writing about this, but enough of me telling this useless as shit information so let’s get right into this.
You know, we always looked at the streets of Zabrodnik, and we saw absolutely 0 cars/car wrecks. Because at the time, we didn’t have any car models so we couldn’t make car wrecks. But, this month that changed. A few days ago, we bought a military vehicle model pack from the Unreal Engine Marketplace. We decided that we could use these vehicles for Zabrodnik car wrecks because in the asset pack, there was also a version of the models that were destroyed/wrecked. So we decided that we will be using those vehicles in Zabrodnik. We also had another idea, we could maybe take these models, and then take a faction from the game (for example: The Z.P.D, SCP Foundation, etc.) and then take the logo of the faction and put it on the model’s texture. That way we can have a vehicle model for every faction in the game, so we did that. We ‘’made’’ a truck model for every faction in the game. Those factions being: The Z.P.D and The SCP Foundation. So we took the Z.P.D trucks and put them all over the Z.P.D and the Zabrodnik streets. We also put some SCP Foundation trucks in the facility. Here’s how it looks:
Anyway that should be all for the vehicles and shit.
REMOVAL OF SCP-1004 Now, this will be a short one to talk about. But I just had to mention it. So we have finally removed SCP-1004, if you guys remember, A LOT of people were extremely mad because we included a small joke easter egg related to SCP-1004, and well if you know what 1004 is, then you could probably guess why people were mad lol. But it’s basically just a joke p*rn SCP. We thought it would be fun to include it into the game as a little easter egg (but ofc no actual p*rn tho) and well people didn’t like that. That caused a lot of controversy so we had to remove the easter egg. It was fun watching content creators and streamers react to it tho.
BULLET HOLES
This is something we didn’t have in the demo, so we wanted to make it for this next update. But basically, bullet holes. In the demo when you shoot at a wall or anything solid, there were no bullet holes when the bullet hit the material. And that isn’t realistic so we made bullet holes when shooting your pistol. I’m going to be honest, it was actually pretty complicated to make. Our team had struggles making it as we didn’t make anything similar in the past. But after watching a few tutorials, we managed to succeed in making the bullet holes. Here are some pics:
OUTRO Phew, now this was a long one! Told you guys devlogs will be long now! Anyway yeah, this is it for February of this year. Like I said, next month we will have a lot more content relating to our new website. There will also be content related to the new SCP-4231 mission so stay tuned! Take care! Peace!
Hello everyone, As mentioned in the last update we’ve been working hard on the standalone multiplayer system. At this point we have a fully working lobby implementation with features such as: • Lobby creation • Search by lobby code • Quick join. • Map selection • Support for multiple game modes At the same time we’ve been making progress on the gameplay side, ensuring that movement feels smooth over the network and making some of our abilities compatible with our online implementation. And so, now closer to having a working version of our online implementation, we’d like to share some footage of our testing!
Balance updates - Experience Crystalizers can now be bought from the alchemists on Nibor and Jurdana as well - Decreased how far the minimap can be zoomed in
In today's update, +1 extra customer effect for every 10,000 decoration points has been added to the game to increase the effect of decorations a little more. Now you will be able to host more customers in your market in addition to the openables section.
Let's come to the most beautiful part of this update: Some customers will ask you for some products and if that product is in your market, you will buy a minimum of 1 piece and a maximum of 3 pieces and collect "Customer Tokens". With these tokens you will be able to get 5 new achievements.
- Fixed Crescent Protector relic not working - Fixed Great Spinslash interaction with Spicy Nut - Removed the Spike-Meter difficulty setting as that is not in the game anymore - Changed Broken Statues dialogue a bit - Updated the 'Delete Save' graphic - Fixed a weird bug where animations would not stop in the description window - Fixed some oddities with the Master Blockmonster HP bar - Some tweaks to Acid Weeper / change one of it's attacks
I'll be launching a private beta for Sandbox Skyline in the upcoming months. This will be the very first look at the game and give me a chance to collect feedback for modifications and tweaks.
Beta access is free and time limited, Sign Up here:
Welcome Questers! Here are the release notes for Swordy Quest VR version 0.3:
*Features
- Howl with excitement! Wolves have been added to the game. - Explore four unique Island Biomes: Lush, Rocky, Snowy & Desert.
*Graphics
- Get lost in the immersive world with added grass. - Feel like you're really in the game with improved NPC graphics based on community feedback. - Bring the forest to life with trees that have dynamic movement. - Experience a fresh new look and feel in the Main Menu. - Traverse through the lush biome with updated grass, and navigate through rocky terrain with improved rocks.
*Usability
- Take your time exploring the world with a slower day-night cycle. - Start your journey on the island feeling less isolated with an updated default start position.
Get ready for the ultimate VR adventure with Swordy Quest VR 0.3, now with added wolves and even more immersive graphics and usability!