Reentry - A Space Flight Simulator - wilhelmsenstudios
This patch will roll out the first bits of the Apollo VR implementation. This will let you experience the Apollo Command Module and the Lunar Module in VR. It will also fix issues related to Gemini EVA, add a SYNC MET TIMERS bubble function to the Lunar Module and update the Lunar Module Timer activation procedures.
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties). The previous version can be found under the Reentry Version 0.99.RC11 branch.
Apollo VR The aim of PT-4 and the first iterations of Apollo VR is let you complete most of the missions and academy lessons, except for Lunar EVAs. I have been working hard on both rendering methods and mechanics to be able to render the Apollo Command Module and the Lunar Module in VR. This has been an extremely challenging task, but I'm very happy to be able to share the first bits with you. With the current bits I have been trying missions from the pad to a lunar landing, and created a simple implementation of the tools required to request burns, TLI, PDI, Lunar Ascent and TEI.
The checklist guidance system has also been added for Apollo.
If you wish to give it a try, enable the Virtual Reality alpha feature from the Main Menu. When you enable VR, the Moon will render in your headset to verify that the initialization worked. At this point, take off the HMD, configure the graphics (make sure that you uncheck Post Processing (or a strange glare will render above the image - see section below for configuration) and select a mission.
Once the mission loads, the game will be rendered in the HMD, and you will need to use the controllers to interact.
Keep in mind that Apollo VR is very demanding on your system. Ensure that the quality setting is set to VR (looks better) or MINIMUM (better fps than VR) and that the Earth textures are set to LOW. In addition, set the general Texture Quality slider to Half. Play with the settings until you find something that works. Ensure that you also correctly set the OpenXR Default Runtime.
My setup: Geforce 2070 Super Quest 2 32 Gb of RAM
Quality: VR Earth Textures: Low Graphics Settings: - Textures: Half - Shadows: Low - AA: Disabled/1x - Post processing and SSAO Pro: Off
Please share your quality settings suggestions in the #vr-development channel on Discord, or in the comments below.
Note: External views and Lunar EVAs are not yet supported in VR
Adjustable Rotational Hand Controller and Translational Hand Controller armrests To be able to support executing mission in VR, you will be required to adjust the Rotational Hand Controller (RHC) armrest and the Translational Hand Controller (THC) armrest to easier be able to reach the sticks for attitude and maneuvering control. This is needed when you need to use the windows and the COAS to perform docking for example.
To do this, as shown in the video above, you need to place your hand on one of the three joints in each armrest that you wish to adjust. The armrest has three main parts, the inner joint is where it is attached to the seats, the middle joint is an extender that will let you modify its length and the final joint is a lever on the bottom of the control assembly that lets you adjust the final tilt of the controller itself.
VR Flashlights I have added VR enabled flashlights to each craft.
- Mercury The existing orange flashlight located on the wall above the fuses can be grabbed by either hand. Move the hand in it, and press the grip button to toggle if it is in your hand or not. Then use the other hand to grab and hold the head of the flashlight, give it a twist, to turn it on or off. The mechanics are similar for each craft.
- Apollo: ACR Model FA-5 Penlight Neil Armstrong's Apollo 11 penlight, part of the NASM collection
Gemini EVA changes Gemini EVAs har changed in both Normal and VR mode. You now need to fly close to the spacecraft entrance door to get back into the cabin, and close to a model of a backpack rendered on the back of the ship to pick up the extra fuel. The UI will let you know when to press the interact button (left mouse button by default) to execute the action.
Patch Notes:
Tweaked the Gemini EVA, and added a backpack model. Fly close to it and press left mouse button to pick it up
Added a VR Flashlight to Mercury
Added a VR Flashlight to Gemini
VR: Use the left thumb to micro-adjust head position in the various views (like arrow keys in normal mode)
Added SYNC MET TIMERS bubble function to the Lunar Module
Minor tweaks to the Apollo Mission Pad look-and-feel
Apollo VR
Added a VR Flashlight to Apollo
Made it possible to adjust the TCA and RHC positions, to make the controls more accessible depending on mission phase
Below is the general information that will pop up every time you enable VR: Implementation state: Pre-testing 4 (PT-4)
This is the beginning of the new VR implementation. The previous implementation has been entirely abandoned, although you can still access it via the "Virtual Reality" branch on Steam. Instead, a new implementation has been initiated from the ground up.
Please help me by reporting issues and requesting features at our reentry Discord channel: discord.gg/reentrygame.
While VR remains a post 1.0 feature, the groundwork for its core logic has already begun to be developed.
Crafts with VR support: - Mercury - Gemini - Apollo (CSM/LM)
Current implementation state - Internal views only (no external views supported) - Device support & Rendering - Basic interactions & Controller binding system - Mission Pad interaction - Mission Commands to progress through missions - Checklist Guide
Use the laser pointer and the A/B button on the right controller to interact with switches. You can bind the buttons on the VR section of the Main Menu.
Important: When VR is enabled, the game will be rendered in the headset when a Mission loads - use the desktop (2d mode) during Main Menu operations.
ROADMAP Current: PT-4: Basic Apollo implementation (pre-1.0)
Future: PT-5: Main Menu rendering PT-6: Improved controller interaction with cockpit panels PT-7: HMD Laser Cursor for those who do not have controllers
Complete: PT-1: Device support and core HMD rendering PT-2: Basic Mercury support PT-3: Basic Gemini implementation
A significant performance boost has been implemented to enhance the overall gaming experience, making your adventures even smoother and more enjoyable.
Companion Progression:
Companions now receive experience points (XP) after completing a run. Earning them 50% XP. This change aims to help you level up your trusted sidekicks faster and strengthen your bond with them.
Upgrade System:
We've adjusted the upgrade system to provide a more rewarding and balanced experience. Players will now have higher chances of obtaining weapon upgrades on cards 2 and 3 when leveling up. This change should empower you to customize your character's loadout more effectively.
User Experience:
We've fixed a minor issue where the Chapter Selection screen defaulted to the crypt. Now, it will correctly remember your previous selection, making navigation more convenient.
Feedback Enhancement:
Experience enhanced immersion with the introduction of force feedback (vibration) for supported devices. This feature will provide tactile feedback during key moments in the game, further immersing you in the action.
Gameplay Tweaks:
The controversial bullet time effect after dashing has been removed, resulting in more fluid and responsive gameplay.
Boss Encounters:
Bosses now provide a more generous reward for your efforts. Experience gained from defeating bosses has been increased across various chapters, ensuring that players are properly rewarded for their skill and dedication.
Thank you for your continued support, and we hope you enjoy these improvements in Patch #6. Keep your feedback coming, as it helps us refine and expand the game for your enjoyment. Good luck in your future runs!
Over the past few weeks I've been showing off what we've been working on for the next update.... And today I'm happy to announce that all of this is available on the beta branch RIGHT NOW!
If you're not sure how to access the beta branch but want to play right now, you can do the following:
Right click on the game in your Steam library.
Open Properties.
Click on Betas.
Select the "testing" branch.
That's it! There should be no code required or anything to access it. If you want to switch to the base version of the game, do the same thing again but select "default branch" as your selected branch.
Once we're sure that this update is bug free, we'll put it up on the main branch so everyone will be able to play it without needing to adjust their properties! Either way, here are the patch notes, it's a huge one:
Showcasing a new addition - Metaprogression
Beta 1.2.0 Patch Notes
Overhauled the map system and generation algorithm to make the choices much more interesting.
Shops no longer include both weapons and trinkets, there are now dedicated weapon shop and trinket shop nodes.
Shops no longer allow you to upgrade your weapons or heal, there are now dedicated campfire nodes.
All characters have a much higher regeneration stat to offset the fact that campfires are seen less often.
Adjusted the visuals for the campfire, weapon shop, and trinket shop screens to have more graphical variety.
Added a new character, Hanubat - A Wanted Shadow from another world. Dodge stat gains are multiplied by 2.
Added a currency that is kept between runs - Souls (metaprogression!).
Added the ability to buy weapons and trinkets to start with with souls.
Added the ability for each character to start with any weapon or trinket as long as you have bought it with souls.
Changed the previous starting weapons/trinkets to being "recommended".
Changed the victory and defeat screens to include soul gained information.
Reworked the whole game's spawning system to vastly improve performance by an estimated 40%. The new spawning system is used by enemies, coins, and damage numbers. The update will be applied to projectiles in the future, so there's even more space for performance improvement.
Extended all songs to run at double their previous runtime so as to reduce repetition.
Overhauled the character select and achievement menus to have character-specific artwork for more expressive design.
Lowered Ace's character unlock requirement.
Lowered Needle's character unlock requirement.
Increased the Burning Blade weapon's extra critical damage from 25% to 100%.
Slightly decreased the range on the Spell Swipe weapon.
Slightly increased the cooldown on the Axe Gale weapon.
Adjusted rendering settings and slightly improved performance.
Added a new logo to the main menu, and we now have new key art!
Fixed a bug that caused one enemy sprite's to incorrectly go in front when they should not.
Showing Hanubat, the new character, and the new campfire screen graphics
I'm feeling really good about how the new systems encourage further experimentation of the game's deep systems, but there is still 1 thing that we have not touched much that will have to change in the future - weapon upgrades. As they work now, weapons can be incrementally upgraded at campfires. This worked well with the previous systems as you could upgrade much more frequently, but now that this system is more sparse, you're not interacting with it very often. This is a problem given that the upgrades are quite incremental.
Because of this, I have been trying to figure out how to make upgrades much more impactful despite happening less often and I have come to the conclusion that the game needs a form of weapon evolutions. The current plan for the change is that all weapons will only be able to be upgraded once. However, these upgrades will be much more unique and powerful. To give you an example, weapon upgrades only give statistical benefits at the moment. The proposed change would allow for some of the following upgrade examples:
A melee weapon could also attack behind you.
Certain attacks applying special status effects.
Increasing stats specific to that weapon, such as the cooldown reduction per coin for the Explosive Coins.
The adjustment of behaviours, like the lightning strike always landing on you instead of randomly to help with predictability.
Showing the new map generation and visuals
I would love to get your feedback on this potential change to the upgrading system! It's still open to change, so if you feel that you have any ideas that may work within the design bounds of the game, feel free to suggest them as well!
Another thing we've been up to is changing up the key art (as seen below)! We felt that the new one with the focus on a singular character and the map fit well with the game's vibe that we established throughout Early Access and I hope that you like it as well! Our key artist, Brayan Menchú, has done a great job with it!
You might've noticed that it's just been 10 days since the last update and it's many, many times bigger than anything we've released before, and that's because these updates have been in the works since August! We've put so much work into 1.2.0, and I hope that you can enjoy it and all future updates we release :)
One last thing! You might recognize "Hanubat", the new character, if you've been following the Steam updates, and that's because it comes from our upcoming game - Wanted Shadows! In short, it's a Bullet Heaven just like Soul Stalker, but it takes the action to the max. You aim your attacks, click to shoot, have a dodge with stamina management, and more! The game has a demo available right now, so check it out while it's available! The game comes out super soon too, on the 31st of October, Halloween.
We've released an update! Check out what's new and improved in Reaper's Isle version 2.1
- Fixed issue with invisible emergency lights - More foliage added - Made foliage use nanite for better performance - Updated monsters ghost material - Made the moon less potato shaped - Fixed data layer and landscape loading bug - Fixed a movement bug - Improved cinematics - Added emissive to lights - New introduction cutscene - Added falling debris in lab - Other various bug fixes
Please leave a note on our discussion board or contact us at https://www.reapersisle.com/contact/ if you encounter any issues or bugs while playing.
Thank you for playing Reaper's Isle, you can look forward to more updates soon. We anticipate adding new voice actors, (with a revised script), new and improved logs, and even a very much upgraded phantom model!
I’ve been making steady progress with the DirectX graphics update. As I’ve mentioned before this is a massive update to the game engine. The code for most rendering functions had to be completely rewritten. This is a necessary step though so it will continue to be my focus until it’s done. We’re getting there!
Since my last major report I’ve completed the following: - Improved lighting functions (torches, though not yet implemented will be finally possible!) - Fires. - New cloud system. - Reflections on water. - Sun and moon rendering implemented. - Sunlight and moonlight functions revised. - Improved shadows. - Ground texture improvements. - Bump mapping for ground textures completed and optimized. - Terrain conversion to World Machine, potentially allowing for better overall surface distribution. - Post processing effects for adjusting brightness and contrast. - New font system. - Interface function adjustments to accommodate the new font functions. - Hero panel update. - Chat panel adjustable transparency. - New HDR rendering system. - Revised loading functions to work with the new graphics system. - Optimization of graphic systems implemented so far.
Here’s what I’m working on next: - Continued work with World Machine. My goal is to use World Machine to improve the overall ground surface texture distribution. - Finalizing distant terrain. - Finalizing trees. I’m hoping I will be able to use the latest version of Speed Tree though for now I’ve converted the older version but still need to improve some of the lighting and distant tree functions. - Adjusting some rendering functions to work properly with the new HDR rendering system. - Ensuring that zone crossings are 100% correct. - Continued improvements and options for interacting with objects and the interface. - Revised tutorial. - Checking through everything and updating anything else that I’ve missed!
This DirectX update is taking a while and there have been several snags over this past year where I found that functions had be coded using completely different methods to achieve the same or a similar effect.
While revising the font system at first I implemented a system that would allow players to use any font on their computer. Unfortunately that system was too slow. Instead I implemented a fast system and have converted 10 standard fonts for players to choose from. In the near future I will post a feedback thread for players to request additional fonts as I can add a few more and maybe remove some of the redundant fonts that I’ve set up.
At this point, my goal is to release this graphic update including the War system, improvements to the interface, interactions and the tutorial in January. I don’t wish to release a big update like this and remove the Early Access tag during the winter holiday season as Xsyon tends to get lost among other big releases and popular titles on sale.
I will post more regularly as I wrap up this update. Thanks again for your patience. Revising a graphic engine is a lot of work for one programmer!
-Most character movement animations are improved. This to have a more fluid and realistic movement.
-A new section is added that improves and expands the final puzzle, since it felt weak and unfunny. (Plus it's a next level track).
-The general UI of the menus and when collecting objects are modified. This to have better visibility and recognition of the objects that are collected.
-Enemy reactions are improved when hitting different parts of the body with the shotgun.
-Optimization is improved.
-Some lines of dialogue are improved.
-The AI of human enemies is improved.
-Fixed the bug that caused the arrows to not display correctly on his back.
-Some problems with lighting and textures are corrected and improved.