The second variant of the new caves quest is now ready for beta! In this post I'm going to go over what this new quest area entails, and also share some other content coming in v2.3.0.
The beta for Shattered v2.3.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.
The Gnoll Mining Area
To quickly recap, the mining area is a special level that's only accessible during the new caves quest, where the player can dig through walls! Making your own terrain opens up interesting strategic opportunities, and lets the quest area have a much more free-form shape compared to regular floors. The existing quest variant, added in v2.2.0, tasks the player with tunneling through a cave filled with fragile crystals.
The new gnoll variant has different terrain which is quite a bit less fragile. These gnolls have been using some pretty chaotic earth-moving magic to get at the gold in the area, resulting in lots of boulders and cave-ins. Unlike the crystal quest, where rooms were mostly connected to each other, rooms in the gnoll caves quest will mostly be closed off from each-other. Not to worry though, there are plenty of environmental hints that can point you in the right direction.
(Please note that the following pictures use unfinished visuals. Obviously this new area isn't going to be as shiny as the crystal caves, but there are some visual improvements I'd like to make before full release.)
The core ingredients of the quest area are otherwise the same: you'll need to collect 40 gold, there are one or two secret rooms, three larger rooms with tougher enemies, and one giant room with a boss!
Gnoll Enemies
The gnoll caves quest has three unique enemies:
The first and most common enemy in this region is the Gnoll Guard. Guards are weaker than brutes overall, but have extra attack range thanks to their spears. They also deal heavy bonus damage if they can attack you at a distance. The best way to fight them is to try and force them into close-up combat, as they have trouble attacking around terrain like walls and boulders.
Next up are Gnoll Sappers, which have a variety of disruptive and supportive tools granted to them by the area's boss. They aren't especially proficient with them, but still pose a notable threat. Each sapper also comes with an accompanying guard, and you'll want to try and use the sapper's abilities to your advantage to get the upper hand.
Finally, the region boss is the Gnoll Geomancer. Unlike sappers, the geomancer is very proficient with rock-based magic, so expect to do a lot of fancy footwork or you'll be taking a boulder to the face. The fight plays out a bit like Tengu's fight, with the geomancer jumping away from you while hurling various rocky attacks. The geomancer will also conscript any living gnoll sappers to help it, so you probably want to clear the cave out before starting the geomancer fight.
v2.3.0 Side Content
As always, v2.3.0 is going to include some side content as well! This time around I've tried to focus on little additions that were fairly easy to implement:
Firstly, hero's remains now contain an extra unique consumable that's themed after the hero who died. These items replace the old boring 50 or 10 gold remains drop, and will also appear in conjunction with regular remains loot if the game selected any. You can use these items for a small benefit, or hold onto them earn some new badges.
Next, Shattered has had little holiday food items that temporarily replace cornish pasties ever since 2016, but only for Halloween and the Winter Holidays. I'm finally expanding that for 2024, so keep an eye out for something for Lunar New Year in early February, and for Easter in late March to early April. I'll be adding more of these throughout the year too.
Lastly, I'm adding new icons to the various numbers that indicate damage, positive effects, and currency gain. These icons make these text popups much cleaner and make it more clear where damage or healing effects are coming from. I've also taken the opportunity to add a bunch of text popups for various healing and shielding effects.
I'm not too certain how long the beta for v2.3.0 will last, as there's still one more quest variant to implement before the caves quest as a whole is complete. I'm going to spend a bit of time working on that, and depending on how smoothly development of the final variant goes I'll either include it as a part of v2.3.0 or put it off until later in favor of getting v2.3.0 fully released sooner. If you'd like to keep up to date on that, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon.
In the changelog below we will cover most of the major feature changes that have been introduced into Ready or Not 1.0, although not exhaustive due to changes spanning almost 12 months.
Bugfixes are not listed— rest assured that there are too many to count here.
We will continue to hotfix the 1.0 update in the coming days and look forward to far more updates in the bright future for Ready or Not!
Gameplay
Commander mode: “Commander mode” is our immersive Ready or Not single player experience. The mode acts to tie together all elements of the game’s existing design, as well as introducing new features centered around progression and replayability. We will be heavily monitoring feedback surrounding this mode.
Ironman Mode: A permadeath-style option for hardcore players. Once you’re dead, your save is deleted. There are cosmetic rewards for completing this mode.
Exfiltration Mechanic: In order to quit a mission early without accruing as much stress to their officers, players must exfil from their spawn point, being sure to first backtrack safely.
Save Slots: 3 save slots have been added that will allow players to experiment with different runs, or for multiple users on one PC.
Stress System: A meta-game stress system that punishes the team for acting outside of the Use of Force continuum, or otherwise putting lives in danger. Officers at high stress will have to be benched and put on therapy, or be at risk of leaving the team permanently.
Officer Traits: ~12 modifiers that affect your officer or team composition to benefit your select playstyle. Traits become available for each respective officer as you play missions with them.
New SWAT AI: A remarkable next-generation AI system capable of clearing rooms in a truly lifelike fashion, built from the ground-up by working closely with our SWAT advisory team.
New AI and Team Commands: A number of new commands are now available for ordering AI (and now your friends) around.
Officers will be able to order surrendered and arrested targets to turn around, move to a marked position, or move to the officer’s location.
AI can be told to run to the nearest exit and flee the location. They will be automatically arrested upon arrival there.
Commands are now able to be used in cooperative, so players without microphones can communicate a little easier with other player teammates.
This system is pending some QOL improvements such as UI elements to help see what has been marked. Some commands will also default to Judge’s voice.
Police Trailer Units: Automated trailer units have also been added, which are police units that come in after a mission to collect arrested contacts and any relevant people or items. This will occur when “bring order to chaos” is completed.
New Tablet System: Objectives and other elements of the UI that were previously non-diegetic have been moved to the Tablet, which is able to be opened by pressing “TAB” by default.
After selecting a mission, players can: Listen to a situation briefing and 911 calls
Receive a list of objectives relevant to the mission
Preview images that might provide some insight into the threat level
Read through a list of known suspects and civilians
Access whatever maps the LSPD has available on the location, with the ability to draw and make plans with your team
Players can also preview their team cameras and loadouts in this tablet, as well as chat with other players using a built-in screen
New level selection screen with updated visuals and entry point selection.
Ability to pick which mission type to play a level on has been removed due to limitations with design and testing, and to avoid narrative conflicts.
New Evidence Locker: Collectibles in the Evidence Locker will become available as different missions are completed. Each mission has three: one for B, one for A, and one for S. The collectibles will often point to elements of the story or allude to other details.
15 Steam Achievements: 15 challenging achievements are available to completionist players upon release.
Replay Viewer: Missions can be replayed using a viewer that is accessible in the main menu. This viewer allows for players to change camera aperture settings, color grading settings, focal length, spline paths, and speed. A timeline also exists which can be scrubbed back and forth.
The selection UI for replays is currently WIP, but can be used.
Replays are accessible from commander, cooperative, and practice mode gameplay. Will also work with mods.
Visuals
New Character Customization: Allows players to change boots, shirts, pants, armor, gloves, wristwear, heads, tattoos, voices, face-wear, NVGs, gas masks, and helmets (along with mod support for players).
New Characters Added: Over 175 new characters have been added to the game for suspects, civilians, and other NPCs.
Overhauled Visual Effects: All visual effects have been completely redone. This includes 3D muzzle flashes, impact effects, spalling, destruction, flashbangs, cs gas, pepper spray, OC launcher impacts, tracers, C2 breaches, and much more.
Tip Screens for new players in the Los Suenos Police Station. Information about new unlocks will also be able to be seen here.
Replaced a large number of placeholder assets with more bespoke, custom assets with better optimization.
Headcam perspective now includes the officer’s helmet.
Low Ready Toggle: New options to set high and low ready.
Animations
New Death Animations: added 100+ death animations (different limbs, arterial bleeds, etc.)
General animation improvements for footsteps, polish, removal of some sliding.
Audio
Quantum Sound Manager: New system that supports accurate reflections for sound and better simulated occlusion, leading to a more realistic experience when trying to locate targets.
Audio will also sound different when behind an open or closed door, or when behind a window depending on if it is broken or not.
New distance layers for gunshots: Allows for a nicer transition as enemies get closer while shooting.
New OSTs added: Plenty of new soundtracks for your listening pleasure.
Hospital
Coyote
Streamer
Importer
Sins
Gas
Farm
Beachfront
Valley / Dealer / Penthouse have all been updated so their OSTs are more dynamic (combat comes in more gradually / certain sections “unlock” once certain things happen)
New Sound Design Pass: All levels (old and new) have received improvements to their sound design
New SWAT Voices: 13 uniquely voiced, studio-quality voice lines for different tactical officers operating in the LSPD.
New Suspect and Civilian Voices: Fully added all remaining voice lines for key characters across each level, with over 50,000 voice lines across more than 120 characters.
Weapons
New MCX Assault Rifle
New LVAR Assault Rifle
New F90 Assault Rifle
New SuperbNova Shotgun
New UMP-9 SMG
New TLE-1911 Pistol
New TPL Less Lethal Launcher
New X2 Taser
Overhauled 870MCS Breaching Shotgun
Overhauled UMP-45 SMG
Overhauled M45A1 Pistol
Overhauled MPX SMG
Added MK18 Training Version for Tutorial Level
Added G19 Training Version for Tutorial Level
User Interface and Experience
New Main Menu presentation
New Settings Menu presentation
Customization and Loadout Screen Overhauled
Pause Menu Overhauled
Mod.io changed to use a native explorer which has more options (e.g. search by categories)
Added support for subtitles: Shows real-time transcripts of voice lines said in-game.
Colourblind options for protanopia, deuteranopia, and tritanopia.
Item Highlight: Item highlights can be enabled for an easier time when finding evidence
Localization additions: New language support for in-game texts.
English
Chinese (Simplified)
German
Spanish
French
New Zealand “Kiwi” Dialect
Levels
New Map: “Elephant”, an active-shooter mission at a college campus.
New Map: “Rust Belt”, a raid set on the border of Los Sueños and Tijuana.
New Map: “Sins”, a high-stakes hostage situation in the upper floors of an old hotel.
New Map: “Streamer”, a hostage situation occurring in an apartment complex.
New Map: “Beachfront”, a warrant service on a house near Los Sueños' coastline.
New Map: “Training”, an introductory space to players new to Ready or Not or who need a refresher
New Map: “Station” has been completely recreated from the ground-up. It includes new spaces such as an improved training area, shooting range with working targets, evidence room, and minigame (although you’ll have to search the halls for this one).
Station will progressively change as you complete commander mode missions.
New Map: “Carriers of the Vine” has been completely recreated from the ground-up. Raid a cultist compound and uncover its secrets.
New Map: “Hide and Seek” has been completely recreated from the ground-up. Go head-to-head against a large international criminal operation.
Complete Redesign: “Buy Cheap, Buy Twice” has been recreated almost entirely.
Gameplay Improvements: Level design across all levels has been improved, fixing holes in walls and navigation for AI which would often lead to players being shot through walls and floors. Similarly, navigation through some areas has been adjusted so that it becomes more obvious where players need to go.
“Thank You, Come Again” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Twisted Nerve” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Relapse” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Neon Tomb” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Ides of March” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“A Lethal Obsession” has received gameplay improvements to spawns, suspect AI, objectives, collision, performance, and visibility.
“Greased Palms” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Sinuous Trail” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“The Spider” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
“Valley of the Dolls” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
Improvements
If you are running mods, there will be a new “safe launch” option in case any existing mods are crashing the game.
Overhauled all suspect and civilian AI: This has been done across all levels to make them feel unique to each situation. There are many new details that should allow the AI to appear more intelligent, as well as some unique tells that may give players insight into a situation before they spot any threats. Some of these include:
Suspects making less noise upon hearing the player, opting to try and surprise players
Suspect repositioning in combat to take up unexpected angles or corners of rooms.
Civilians surrendering more easily, and occasionally surrendering when suspects are within sight (depending on the level).
More sensible changes to decision making when it comes to surrendering, fake surrendering, fleeing, or initiating combat.
AI flinching reactions have been improved: AI can still return fire and move while lightly flinching, and can move while heavy flinches are playing, but cannot return fire.
Optimization Pass: Many levels have received a pass on their optimization, which should result in a solid FPS on most hardware. Other optimizations include:
Game size has been slashed in half from almost 100gb to ~60gb.
Improved settings efficacy: View distance will now cull objects correctly. This is still a work-in-progress, but there are some improvements made.
Dynamic shadow improvements and reduction: Reduced the number of dynamic shadows on some levels, and where appropriate changed these to spotlights, which are generally more ideal for performance.
Visibility culling pass: Many levels have received a large visibility culling pass to improve FPS in areas that are dense with meshes.
Note that optimization changes are ongoing and there are still many improvements to be made.
Ammunition Overhaul: Ammunition has been updated for all weapons, and numerous bugs have been obliterated in the wake of this new set of changes:
Slug rounds for shotguns will now penetrate most surfaces, as well as up to level 3 armor. They will also ricochet more.
Buckshot and some other rounds will have a chance to severely dismember targets.
Players will not be able to arrest a suspect/civilian missing an arm or arms.
Some rounds will now have a higher change of causing arterial bleeds.
Fixed issue where some weapons had the wrong ammunition tag, causing it to use default penetration values.
Re-balanced the damage and armor penetration for each ammunition type to make them more logically consistent and each round more uniquely purposed.
Armor Improvements:
Armor is now more consistent in gameplay. Incoming rounds will be blocked based on the direction the player is facing, not their 3d model.
Ceramic now has higher durability, but can still break and loses effectiveness with repeated impacts. Don't get blasted by a shotgun.
Penetration Overhaul: We have now made several significant improvements, including:
Bullets will do less damage depending on the amount of energy left in the round (eg. shooting through several sheets of plywood will reduce the bullet damage)
Flesh is now less easy to penetrate so JHP rounds are more likely to function as intended.
Shooting an enemy through two legs used to do the same amount of damage as the bullet made two different impacts on the same target. Now, it will do reduced damage on the second (and third) hit.
A large number of bugs related to penetration have now been resolved, as well as several large oversights to do with materials that could not be penetrated.
Overhauled Loadout Menu: The new loadout menu provides more insight into item selection, less nested menus, and a simpler way of navigating around different areas.
Ready Up is now done through pressing “Y” by default.
Players no longer need to stand in a specific area, and can be anywhere in the station when readying up
A majority will start the countdown timer
If all players ready up, the timer will cut down to 10 seconds before starting
Chemical Agents Improvements: Rebalance, redesign, and refactor of the chemical-based weapons and tools in the game to be more fun and in-depth. Chemical Agents refer to all chemical-based weapons and tools and grenades in the game: CS Gas, OC Balls, Pepperspray.
AI will attempt to flee areas that are affected by OC.
AI will stumble and move away from OC when hit by it.
Suspects that are pepper sprayed can still shoot you, but are blinded.
CS Gas will seep out of open doorways and around corners.
Fine tuning of “stress” system: allow for positive feedback loop when playing using less-lethal weapons. Suspects (on levels where appropriate) will be more likely to hesitate at low stress levels. Stress increases as more firefights and other loud noises occur.
Use of Force Continnium (aka RoE in-game) has been made more lenient for hostile situations.
Other
Literally hundreds of bugs that have been resolved. Too many to list here.
Known Issues
We noticed some issues with localisations for the French, German, simplified Chinese, Czech, and Korean language updates and are still diligently working on a fix which will be included in the upcoming hotfixes
Changing language requires game restart
The mission end screen upon death currently prevents the player from spectating their SWAT AI
Comprehensive language expansions for Spanish, Italian, Japanese, Portuguese, Russian and Turkish are due to temporal constraints not included in the 1.0 release but will be included in the upcoming hotfixes
TIMES: DECEMBER 13TH @ 10:00AM PT - JANUARY 3RD @ 11:59PM PT
Note: We may have to perform emergency maintenance if issues occur during the beta. Follow Diesel Legacy on Steam or other social media to be informed when these periods may occur.
HOW TO DOWNLOAD/PLAY GAME:
Diesel Legacy Playtest 2 will be free and playable for everyone. Click the Steam Store Page and find the “Download” button to get started.
For information on how the game plays, watch this video:
We’ve received an emergency call from The Mini Skeld! They seem to be running into some issues with the ship. Could there possibly be an Impostor amongst the crew? Time to board the ship and help the crew escape in this new official Among Us-inspired room, available now for everyone!
You and your Crewmates have to work together, solve puzzles and make your way out. However, now that you’re stuck in space, the stakes may be even higher! Or, maybe you and your friends are all just hard-working, puzzle-solving, qualified space adventurers and you have absolutely nothing to worry about.
Taking care of a spaceship is never easy. Especially when you have a lot of things to worry about such as the O2 running out, reactors in meltdown or the worst of all, no internet connection. For the Crewmates that want a real challenge, if you’re able to escape from the ship within an hour, you’ll win a special trophy!
Non-suspicious Steam Sale 💸
To celebrate this Among Us DLC release, both the base game and soundtrack of Escape Simulator are on sale with a 25% discount. If you want more Escape Simulator after playing this free one, you can get the Steampunk & Wild West DLC with 10% off and try our other free branded Portal Escape Room.
No escape from the festive season🎄
December means festivities and holidays! The Among Us DLC is already a lot to celebrate, but we’re not stopping here! We’re counting down to Christmas on Twitter and revealing something every day, so be sure to follow us and keep an eye out. 👀
Join our dedicated community
That's it for today's announcement! You can come talk to us and other community members on our official Discord server or on our subreddit. We hope to see you there!
The moment you all have been waiting for is here - Take the Throne Season 2 is coming January 19th, 2024 @ 6PM PST!
We have a lot to talk about, so lets get into it!
Lets talk about all the updates coming to Season 2:
• NEW CLASS - Rogue. Includes duel-wield with a poison swing (slows enemies hit) as well as stealth. • In-game UI has been completely redone. • Class abilities now unlocked based on damage output (ability one unlocks at 300 damage done, ability two unlocks at 900 damage done. This is saved between rounds). This was heavily inspired by the overwatch "ultimate" system based on damage output. Kills still increase damage done / energy regen, but do not gate-keep class abilities. • Class menu completely overhauled. • Removed "Waiting for players" scene, it will put you into queue straight from the main menu so you can continue to use all menus while in-queue. • New maps (Train, Airplane, Dungeon, Throne Room, Colosseum). • Leaderboard titles for people who finished top 10, once released we will clear leaderboards and start "Season 2". • Swing particles, sounds. • Buffed / nerfed some classes based on leaderboards. • New main menu scene/background. • Server replication rate now TRIPLED (server will now send 60 packets/second vs 20 packets/second before). This should fix a lot of the "lag" people were seeing. • New Leaderboards! There are now global leaderboards (unchanged), as well as class leaderboards for damage done, total kills, and total crowns. • BOTS! We now have bots that will fill every lobby, so no matter how many people are playing, you will constantly be in a full lobby! • We will have 3 servers for both NA and EU with a lot of extra servers ready-to-go on Season 2 release. • Damage done! If you win the battle royale, your total damage done will be displayed on the end-game screen along with your kills. • Private royales - You can create private royals and fill them with bots!
I'm so excited to finally be releasing this. There has been a lot of time spent fixing the issues from Season 1 based on community feedback. I hope to see you all in-game on January 19th, 2024!
Hello everyone, today i am re-releasing the original concept from last year,
this is a small minor update to BR version of Furr-Tec. here is what u should expect,
There will likely be no additional updates, besides minor adjustments to post processing, AI, Engine version and early engine technologies for 2023.3 alpha / 2024.1.X Unity (Unity 6)
this game should run at i3 3rd gen and older GPUs from that era. if you got any questions feel free to join our discord server (discord.gg/furr-tec)
We continue working on Killer Dolls, improving gameplay and adding new things. The game now has a couple of more bosses, and the one from the demo has had a few improvements. The goal is to make the bosses feel dangerous and brutal, and to make the boss battles feel cool. This is mainly inspired by anime fights, and we are making these attacks happen in real-time, not as a "cool cinematic".
You can see some of these bosses and attacks in motion in the new development vlog:
We are also going to improve the regular enemies' AI to make things nicer and more varied, and when we have all those improvements we will add a new demo.
If you like what you see so far, wishlist or at least follow the game to get more updates as they come!
Our “Space Log” is a channel for communicating more to the Void Crew community. We want to share what we do, challenges we experience and our plans for addressing these challenges.
We hear you, there are issues and bugs on the must-fix list, that we work hard to solve. Our message to you is: We are committed to both expanding the game experience, AND fixing the problems and bugs.
One of the annoying problems experienced is known as the FPS issue.
So in this space log we talk about moving platforms, physics, how it connects to the current FPS issue and how we are planning to solve it. ---
Problem - Refresh rate capped to 60fps (...sort of)
When controlling the character or the ship, the refresh rate can appear to be capped to 60fps, but only when it comes to moving your character/ship. Other element movement, such as effects/animations or even camera movement when manning a gun can appear perfectly fine and render at the correct framerate.
…this is of course not ideal, but to understand why the game behaves in such a way and how we are going to solve it we will have to go over some technical details.
Background [Tech Talk] - Moving platforms
To make it possible for a player to walk within a spaceship while it's flying around we have to utilize moving platforms.
First, the player needs to be registered to be in the moving platform: that is done by either the player center point being positioned within defined room zones or by the player ground collision detecting that it is grounded to a moving platform type (this is used if you are outside, standing on top of the ship).
Second, when a player is registered to be attached to a moving platform, instead of calculating their position and velocity in world space we do it in the moving platform's local space.
The effect of this is that no matter the velocity and position of the ship, the player can reliably move around the inside of the ship.
[h4]Physics and why refresh rate seems locked [/h4] Static colliders are great! …you can create complex shapes, throw them into the physics engine and after the engine figures out how they plug into its world boundary internals, you can expect really good performance with little headache.
However - static also means not moving, unlike our spaceship. This adds a performance penalty whenever we move the ship by any amount, which scales depending on how many colliders we have on the ship, and how many interactions they have. Even though we try to optimize the collider amount down as much as we can, we can only do so much, before walking in and on the ship becomes a janky mess.
This also forces us to work strictly with the physics engines update loop. Any update outside the loop will force an internal recalculation, which will completely tank the performance. The former applies not just to moving the complex bodies (spaceships), but also anything touching/overlapping them, since even a small object can affect the rigidbody properties of anything it touches. In other words, if you throw a pebble at a truck, the physics engine still needs to calculate its new velocity, however small, and change the truck's position, whatever fraction of an atom distance it may be.
An obvious solution for this would be to enable rigidbody position interpolation.
What it would allow us to do is to get an estimated position of rigidbodies in between physics engine ticks depending on when we sample for such a position. This is where the moving platforms again introduce another issue: since the ship and players are their own rigidbodies their position interpolations are also done separately in world space. Result of that basically makes the character shake and jitter violently.
So the end results of all of this? …we had to simply stick the player and ship movement to the physics update which we set at 60Hz.
[h4]Floating point precision [/h4] The last problem we face with our moving platforms is caused by floating point precision.
Players are primarily experiencing this issue as slowly drifting camera/character rotation, though other things may start to misbehave as well as you get further and further away from the world center. Floating points (number data types used for basically anything physics/graphics related) lose their precision as you use very big numbers, very small fractions of a number, or as you simply do operations with them. Generally, as long as you don't go too extreme, it's a non issue. It much more easily becomes a problem if you expect to return to the original value by doing the inverse of any operation you did before.
In our case that would be taking the players local position/rotation, using the ships position/rotation to calculate the players world position/rotation, move the player in world space and adjusting their new position due to any forces/collisions, and use the inverse of the ship position/rotation inverse to recalculate the new local position. All of this can cause the local position/rotation to drift by just enough to be noticeable. For example, an offset rotation of 0.005 degrees and physics tickrate of 60Hz (it's what we use) would result in 0.3 degree turn per second which is plenty high to be very noticeable.
Solution - …in the works
To solve all the listed problems with the ship and characters we will do something we already do with carryables: using separate physics scenes/environments.
What happens in the game at the moment is that all carryables, as long as they are on the ship, are being simulated in a completely separate ship simulation scene, separated from the main game scene. This was originally done to allow us to use the existing physics engine for all carryable movements, and moving the character simulation there is the obvious next step.
To make this work as best as possible there are multiple types of behaviors we need to support within different physics scenes:
Everything relating to character locomotion, this includes both moving the character and doing wall/ground collision detection.
Interaction logic - allowing terminals, physical buttons and carryables to be interacted with both in main and physics scenes.
External movement modifiers, making sure we can modify players position/velocity relative to the main scenes world space position.
Once support for everything is added we can:
Use ship and character movement interpolation (fixes the character/ship movement being capped at 60Hz)
Drastically reduce the moving ships internal element complexity (more overall performance) - All those elements can live as static colliders exclusively in the ship simulation scene
Minimize floating point errors (no more camera drift) - Simplification of calculation since all movements are done within the local space - Staying at the center of the world reduces distance based errors.
--- We hope to have above FPS issues fixed for Update 3 (released planned for Q1 next year), but up until then... Happy holidays and Metem Preserve You!
//Kristijonas (Lead Engineer) and Hutlihut Games Crew