This month is a late dev-log. We have been working tirelessly on PA character creation, we aimed to have something production ready so we don’t have to revisit the core framework before early access release. We have achieved that, and currently the character creation tool is available for our top-tier Patrons for testing and feedback.
Character Creation
We aim to deliver a feature rich and expansive character creation experience, in our hope to stand alongside AAA titles within this area. Character creation is very involved, with lots of moving parts and things to consider, including pitfalls.
Last month we covered quite a lot of the character creation, we were still heavily in development back then, and we are at a stage now where we can put it down and move on. But we did want to tell you more about it. We didn’t talk much about the clothing last month, but now we have finished the framework that supports it.
Players at the moment can equip different clothing items for the under top, over top, legs and feet, but we will be opening that up to allow for eyewear, headwear and handwear. Our clothing forms with the character's body, so it will always fit. Players can also customize the colors of the clothing, and in the future, even choose between patterns and iconography for their clothes as well. We have built with all these things in mind, so adding new patterns/colors/logos is extremely easy, even adding new clothes doesn’t take too much time.
We have finished developing our skin shader, it's come a long way since last month. It now has built in makeup functionality, players will be able, as both male and female, to add eye shadow, liner, blush and lipstick. There are a dozens of different styles and players can change the colour, opacity and even shininess too.
Lastly, at the end of the character creation process, players will be able to choose a name, and pose/express their character for the ID’s picture. There is a range of expressions to choose from, and you can even blend them to a certain degree, players can also position the eyes as well.
In the future we aim to have a range of items and styles for players to choose from. This will be obtained through different sources, all with the intention of giving players all the tools to express who they really are, or express any fictional character they can imagine for their ghost hunting adventures.
Ghosts & Items
More work has been done planning and locking in ghost behaviors and how they will work within our haunts. Although our ghosts have a procedural nature about them, nearly all of them have something unique, or their own flair when doing things. Because of the amount of ghosts we have planned, and how dynamic they are we need to make sure that we consider every behavior and feature they possess against the players and the haunts to enable for a fluid and rich experience across multiple sessions. This month we have finished planning the Jinn, Itsuki, Ouni, Mare and Shinigami. More can be found about these ghosts and how we want to represent them on our Patreon.
In Addition to the ghosts we have planned out a few more items, these are spiritual items, the Poppet and the Crystal ball. Both are used to aid you in your investigation, like with the ghosts we like to plan everything out to make sure they work well and do not become a hindrance or make the haunts too easy. Going forward the items and equipment system will be a focus alongside the ghosts and haunts.
Moving Forward
As we mentioned in last months dev-log the characters are a huge part of PA, and now that they are actually finished to the point we wanted we can finally move on, its taken much longer than anticipated but now, after getting to this stage, we have realized why, there is so much going on, and making everything work with synergy has been very challenging. But we are happy that we can release a creation tool to our Patrons for testing and more feedback so we can better define the experience in the future, for now we have to move on to other important things, mainly getting the game playable, so we can iterate and work faster with more real time feedback.
We are so grateful for our community, who are so patient and supportive, we love you guys, and just want to deliver our best, so thank-you once again, for being so damn patient!
For the first time ever, we are proud to introduce Rainbow Packs! These packs guarantee an Iron, Bronze, Silver, Gold, Diamond AND Perfect Card! Fans have been asking for these for years, and we are delighted to bring them to you.
Plus! The twelfth version of our all-new "Spotlight Packs" are LIVE in Perfect Team! This week's Spotlight Packs and Rainbow Packs are available for less than 48 hours - from now until Saturday August 12 at 1 PM ET only. Spotlight Packs #12 include 1 Gold card guaranteed from the most recent content sets - including the 350+-card set that dropped on Monday as well as today's all-new Negro Leagues #3 set!
Each Spotlight Pack is set up where one card is fixed, pulled from a selection of recent content cards. The other 5 cards in the pack will be drawn from any non-live players, using the standard ratio of card tiers and odds. The fixed card in this spotlight pack will be guaranteed to be at least a Gold card.
Experience an out-of-this-galaxy pinball adventure coming to Pinball FX! Star Trek™: The Next Generation Williams Pinball Machine from 1993 will come to Steam on August 24.
Join Captain Picard on the U.S.S. Enterprise-D and fight against Romulans, Cardassians, and the Borg while listening to the original music and voices from the series! Warp through eight U.S.S. Enterprise-D Missions, fire photon torpedoes to defend the starship, and get ahead of the competition with the Warp Speed ball delivery sequence.
We are thrilled to introduce this table in the Pinball FX library, as we have enjoyed this masterpiece in our office for a long time for various reasons. Playing and analyzing its mechanism was the first step for our new designers to become seasoned veterans as they had to complete a test about how this table functions. On the other hand, we also had a lot of fun playing and competing against each other so we can’t wait to show you our digital version of this legendary table!
Reach Warp Factor 9.9 first and become an honorary Starfleet officer!
Join our contest on Twitter for a chance to win a key for a tinyBuild game of your choice!
How to enter:
👉 Follow us on Twitter 🔁 Retweet this post ✏️ Reply to the post with your answer to the question “What 3 things would you take with you to a cozy tropical island?”
We will pick the lucky winner on August 14th, so hurry up!
1. Fixes a bug where when your wingman is shot down the weapon load out menu for their helicopter appears.
2. Fixed a bug with the Smart Boresight targeting system where it would crash and lock up your MFD controls.
3. Closed the open mesh on the Stinger rack
4. Added an "EXPERIMENTAL" physics update option in the "Video Options" menu. This allows you to increase the update rate of the physics system from 50hz all the way to 100hz. Ideally you want it set to somewhere close to your actual FPS rate.
Increasing the speed will produce a smoother simulation at the cost of CPU power but also effects things such as the targeting pod's refresh rate and control surface response rate so you may need to adjust controls to compensate.
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I've also started building the new Gazelle versions (SOKO HN-42M GAMA / GAMA 2) which will be your 1st adversaries in the game.