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Steam News30 November 20205y ago

Version 0.3.7.2 Released

So what I got as feedback so far is about the start being boring and some bugs. I also did quite a bit more testing and hopefully resolved most bug related issues.

Full notes

Full Awakened: Dark Space update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes5 additions4 changes1 removal
  • Fixes
  • Gameplay
  • Events
fixedSo what I got as feedback so far is about the start being boring and some bugs. I also did quite a bit more testing and hopefully resolved most bug related issues.
addedSavegame:I was finally able diagnose the savegame issues. I'm using a pre-implemented solution to save data which does work fairly well but the issue was that when I add new objects that should be saved they have to be added to the list of saved objects. The problem that occured, which took a bit to find out, was that the id which is used to find the reference to the object on load where all the data is given to, was not staying the same, so the system wasn't able to find it. So I added a check which makes sure when I search for all objects, that should be saved, that all the existing ones copy over their old id so that it always stays the same.. no idea why this is not by default a thing but oh well.. atleast it should not create any more issues.
addedContent:In terms of content I did make areas too big and there is not going on too much. One called it scary walking sim and I guess it hits it perfectly. This update will start to address that with adding new events to the starting path, also making it more obvious where to go, what to do and when to use which items and overall trying to connect everything a bit more. I made a couple more assets to give it a bit more of a feeling that people were at some point there or atleast every know and again are still hanging out in the ruins. Before it was basically just trees.
addedContent:Next update will hit on friday - adding a new storyline and some stuff to do!
addedAddednew event in ruins
changedAddedsome smaller events

So what I got as feedback so far is about the start being boring and some bugs. I also did quite a bit more testing and hopefully resolved most bug related issues.

Savegame:

I was finally able diagnose the savegame issues. I'm using a pre-implemented solution to save data which does work fairly well but the issue was that when I add new objects that should be saved they have to be added to the list of saved objects. The problem that occured, which took a bit to find out, was that the id which is used to find the reference to the object on load where all the data is given to, was not staying the same, so the system wasn't able to find it. So I added a check which makes sure when I search for all objects, that should be saved, that all the existing ones copy over their old id so that it always stays the same.. no idea why this is not by default a thing but oh well.. atleast it should not create any more issues.

Content:

In terms of content I did make areas too big and there is not going on too much. One called it scary walking sim and I guess it hits it perfectly. This update will start to address that with adding new events to the starting path, also making it more obvious where to go, what to do and when to use which items and overall trying to connect everything a bit more. I made a couple more assets to give it a bit more of a feeling that people were at some point there or atleast every know and again are still hanging out in the ruins. Before it was basically just trees.

Next update will hit on friday - adding a new storyline and some stuff to do!

Added

  • strange object can be found in woods

  • new event in ruins

  • some smaller events

  • start message with hints (there was one before but not clear enough)

  • old scout tower event

Improvements

  • disabled sanity loss when examining

  • streetlamps intensity adjustments and soundeffects

  • some more sanity items in castle

  • a few more props and details placed in ruins

  • started to connect areas more and better guidance through signs, lights and points of interest

Changes

  • changed directory to persistent path for savegames, settings and controls (C:/Users/Username/AppData/LocalLow/Moonlore Game Studios/Awakened_ Dark Space/Data) so if you want to keep settings etc. just drop them in there (you might need to create the Data directory otherwise will be created on game start)

Fixes

  • adjusted placement of some events

  • autosaves causing issues

  • playersave area causing issues on load

  • savecube after loading being in wrong state

  • new game not resetting cached load state and loading last autosave

  • some LOD popping

  • could happen that the level loads in a frame after player and player falls through floor

Source

Steam News / 30 November 2020

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