Our hot n’ cold system (which we call the Thermal System internally) received a major update, which now supports a wide range of heat sources affecting the character all at once. Placing down multiple heaters can now keep you warm in the most extreme temperatures, and can even cook food given enough heat.NPC Radio
… Or maybe it might just burn it to a crisp.
Walking away from an NPC will now start broadcasting what they’re saying over the "radio", with some real nice fade-in fade-out audio effects as you move further away. This has been a major improvement in co-op because now your fellow scientists don't miss out on any of the story if they’re far away when an NPC begins its dialog.Quick-Use on Items
Previously using items from your inventory would require you to move them to the hotbar before using them. This was of course a UX disaster, and took up precious real estate space for your most-used items. To fix this, we made items no longer require an actual hotbar slot to be used, so you can now eat or drink any (edible) item in your inventory, and even place down deployable objects without affecting your carefully-arranged hotbar.
I spent a good bit of time cleaning up some of our most-graybox intermediate hallways, particularly hallways that introduce a new sector to the players. It's satisfying to see a simple graybox corridor turn into a believable space.
Along with making the spaces look visually interesting, having it play well with our mechanics is the real meat and potatoes. Getting a space ready for playtesting takes a bit of time, since a lot of the scenery, props and furniture, are real interactable items that need to exist for the players to loot, dismantle, and use for their scientific aims.
This is a special one to me. I made it for my art test to join the team, and it was as fun as it was stressful. I crammed as much detail as I could into this asset, and I think it turned out really well. I used my experience from making assets for mods on the original Unreal (1998). Texturing the front was a lot of fun, including all the small symbols, it was an interesting challenge at the time.Portal Toilet
This one is utterly ridiculous, and my entire philosophy while making it was. "It should feel like you're piloting a spaceship just to take a dump." Looks way cooler than it has absolutely any right to and I think I heard somewhere it’s powered by lasers? I wanted it to have all sorts of access panels and pipes, but the most fun part was definitely doing the monitor… And no, we’re not allowed to talk about where it leads.That’s all for this week’s scientific analysis of Abiotic Factor development!