Full notes
Full ASTROKILL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- UI and audio
- Gameplay
- Fixes
- Performance
This update marks a fundamental shift in how the game works under the hood. There are a slew of improvements that increase performance, improve joystick & controller support, optimize HUD space, and future-proof the game. Besides a beefed up architecture, the HUD has been redesigned to improve the 3rd person experience and minimize on-screen clutter. I did a visual polish on all the environments to depict a harsher, brighter atmosphere. A new fixed turret-system is now present in several missions. I'm very happy with the visual style of this new asset and want it to carry over into a new, playable faction.
HUD
Thinned out many reticles and gauges to reduce visual clutter & obstructions
Rearranged gauges so that no gauge is obscured in 3rd person
Implemented an animated leading crosshair to emphasize the location to aim at
Added a flashing dot that is placed on the origin of the selected target
Fixed the orientation of holograms displayed for the selected target
Fixed an issue with target-reticles becoming gimbal-locked
Steam post image Steam post image Steam post image
Graphics
Increased the brightness of star-light in all levels to better match a real space-environment
Added a post-processing effect to over-expose highlights
Optimized how skyboxes are drawn
Fixed an issue with tracers being far too oversized at long distances
Modeled and textured the new Phalanx turret-system
Overhauled the "3D asset studio" accessible from the Graphics menu (assets are now only loaded one at a time and camera-controls are more intuitive)
Steam post image Steam post image
Gameplay
Replaced many static turrets with a new "Phalanx" turret that is mounted on a floating platform (older turrets were mounted on broken debris)
Moved the 3rd person camera back significantly on all fighters to reduce the screen space taken by the player's ship
Reduced the difficulty of some particularly hard levels
Overhauled the objective-system to make level-scripting much more streamlined
Joysticks
Overhauled the entire system that feeds joystick-input to the player's ship
Mapping-presets are now read-only, while the "custom" mapping is always writable
Replaced the "bypass" option with a "none" option in the mapping-dropdown
Added a mapping for the Thrustermaster Airbus Sidestick
Fixed an issue with some fields not being writable
Offsets are now zero in most cases and multipliers are usually 1 or -1 (inverted)
IO
Added a mouse-sensitivity slider to control the speed of the menu-cursor without affecting gameplay
Wrote a new axis-input system to manage simultaneous input from multiple controllers (may have PTSD from this one)
Eliminated a slight lag from all controllers (keyboard, mice, joysticks, gamepads)
Rewrote/simplified internal timers responsible for mouse-movement and processing input in general (game should "feel" the same even at 500 fps!)
Tested VR with the Oculus Rift S (rather glorious)
Tested the Logitech F310 gamepad and the Thrustmaster Hotas X joystick
Core
Upgraded to UE4.22 (still behind, but I can get it caught up to 4.27 quickly)
Replaced many, many Blueprints with C++
Faster overall load-times (both running the game and opening levels)
Internal objects are now initialized in the correct order and destroyed when no longer needed
Level-bounds can now be defined as any combination of spheres, boxes, and cylinders
Added support for altering level-bounds as gameplay-conditions change
Added support for prohibited zones within valid level-bounds (a restricted area)
UI
Menus are now placed in front of the camera in a much more reliable & accurate way
Improved accuracy of cursor-alignment with buttons & dropdowns
Source
Changelog.gg summarizes and formats this update. How we read updates.
