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Steam News5 January 20224y ago

Update 0.9.8.1 - Engine upgrade, redesigned HUD, optimized core, joystick fixes

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 gam

Full notes

Full ASTROKILL update

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What changed

4 fixes10 additions16 changes1 removal
  • Compatibility
  • UI and audio
  • Gameplay
  • Fixes
  • Performance
changedThis 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.
changedHUDThinned out many reticles and gauges to reduce visual clutter & obstructions
changedHUDRearranged gauges so that no gauge is obscured in 3rd person
changedHUDImplemented an animated leading crosshair to emphasize the location to aim at
addedHUDAdded a flashing dot that is placed on the origin of the selected target
fixedHUDFixed the orientation of holograms displayed for the selected target

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

Steam News / 5 January 2022

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