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Steam News26 October 20169y ago

Dev Blog 10.26.2016

Alpha 0.1.x As mentioned in the recent Alpha 0.1.10 Patch Notes we’ll be scaling down on the weekly patch activity for the next few weeks as we put a greater amount of focus in finishing up everything for Alpha 0.2.0.

Full notes

Full Klepto update

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

What changed

0 fixes3 additions1 change0 removals
  • Performance
  • UI and audio
addedAlpha 0.1.xAs mentioned in the recent Alpha 0.1.10 Patch Notes we’ll be scaling down on the weekly patch activity for the next few weeks as we put a greater amount of focus in finishing up everything for Alpha 0.2.0. However, game breaking bugs will always have our top priority so be sure to continue reporting these on our Bug Tracker . Alpha 0.1.11 will likely be released sometime next week. This will contain some of the house rendering improvements detailed below along with some new error handling logic to aid us in investigating some multiplayer session join failures that seem to frequently occur during an initial join attempt.
changedRendering ImprovementsIn a continued effort to improve the transition between level streaming volumes used to contain all of our house interiors, Nate has created a fantastic 2D texture with a parallax effect making it appear 3D to replace the current reflective window materials on the low-poly houses when interiors are not being rendered. We’re also in the process of testing increased distances to populate house interiors from further away. This will further reduce the remaining “pop-in”. Speaking of LODs...
addedSimplygon IntegrationSimplygon Indie License Announcement We we’re excited to find out this week that Simplygon, the industry-leading 3D modelling optimization platform used by a majority of the AAA studios for generating LODs has opened up their platform to indie developers like us. We’ve wasted no time at all in getting started with this SDK. In the short-term, we’ll be using this to generate LODs for all of the current assets. This will help reduce any GPU bottlenecking. Although the project does already have a lot of LOD states for various assets, the previous process for us to do so has been quite time consuming with mixed results in quality using the tools our limited budget could afford. In the long-term, we’ll be able to bring in new lootable assets containing greater modeling detail and increased polycounts to allow closer inspection of these assets in game. VR players will benefit from that added detail the most most when we add in additional item interaction/inspection to the motion controls by attaching the loot to your hand first rather than automatically place into inventory. Here’s Simplygon in action with our main thief skeletal mesh starting at the original LOD0 of 34K and smoothly scaling down to 2K. The poly count is in the upper left corner. Generating these new LODs took grand total of 10 seconds. GIFV version
addedAlpha 0.2.0As mentioned earlier, the team has been hard at work on the Alpha 0.2.0 update. Most recently, we’ve been working on the new multiplayer gamemode, Cops & Robbers. The new lobby level is almost finished. Briefing Room (Cop Team) Alleyway (Thief Team) We’re currently experimenting with some voice chat mechanics with some associated equipment upgrades to increase communication distance and stealth against both opposing players and NPC residents. We’ve also got the stun-baton usage finished up. Excessive force is quite satisfying :)

Klepto changes

addedAs mentioned in the recent Alpha 0.1.10 Patch Notes we’ll be scaling down on the weekly patch activity for the next few weeks as we put a greater amount of focus in finishing up everything for Alpha 0.2.0. However, game breaking bugs will always have our top priority so be sure to continue reporting these on our Bug Tracker . Alpha 0.1.11 will likely be released sometime next week. This will contain some of the house rendering improvements detailed below along with some new error handling logic to aid us in investigating some multiplayer session join failures that seem to frequently occur during an initial join attempt.
changedIn a continued effort to improve the transition between level streaming volumes used to contain all of our house interiors, Nate has created a fantastic 2D texture with a parallax effect making it appear 3D to replace the current reflective window materials on the low-poly houses when interiors are not being rendered. We’re also in the process of testing increased distances to populate house interiors from further away. This will further reduce the remaining “pop-in”. Speaking of LODs...
addedSimplygon Indie License Announcement We we’re excited to find out this week that Simplygon, the industry-leading 3D modelling optimization platform used by a majority of the AAA studios for generating LODs has opened up their platform to indie developers like us. We’ve wasted no time at all in getting started with this SDK. In the short-term, we’ll be using this to generate LODs for all of the current assets. This will help reduce any GPU bottlenecking. Although the project does already have a lot of LOD states for various assets, the previous process for us to do so has been quite time consuming with mixed results in quality using the tools our limited budget could afford. In the long-term, we’ll be able to bring in new lootable assets containing greater modeling detail and increased polycounts to allow closer inspection of these assets in game. VR players will benefit from that added detail the most most when we add in additional item interaction/inspection to the motion controls by attaching the loot to your hand first rather than automatically place into inventory. Here’s Simplygon in action with our main thief skeletal mesh starting at the original LOD0 of 34K and smoothly scaling down to 2K. The poly count is in the upper left corner. Generating these new LODs took grand total of 10 seconds. GIFV version
addedAs mentioned earlier, the team has been hard at work on the Alpha 0.2.0 update. Most recently, we’ve been working on the new multiplayer gamemode, Cops & Robbers. The new lobby level is almost finished. Briefing Room (Cop Team) Alleyway (Thief Team) We’re currently experimenting with some voice chat mechanics with some associated equipment upgrades to increase communication distance and stealth against both opposing players and NPC residents. We’ve also got the stun-baton usage finished up. Excessive force is quite satisfying :)

Alpha 0.1.x

As mentioned in the recent Alpha 0.1.10 Patch Notes we’ll be scaling down on the weekly patch activity for the next few weeks as we put a greater amount of focus in finishing up everything for Alpha 0.2.0. However, game breaking bugs will always have our top priority so be sure to continue reporting these on our Bug Tracker . Alpha 0.1.11 will likely be released sometime next week. This will contain some of the house rendering improvements detailed below along with some new error handling logic to aid us in investigating some multiplayer session join failures that seem to frequently occur during an initial join attempt.

Rendering Improvements

In a continued effort to improve the transition between level streaming volumes used to contain all of our house interiors, Nate has created a fantastic 2D texture with a parallax effect making it appear 3D to replace the current reflective window materials on the low-poly houses when interiors are not being rendered. We’re also in the process of testing increased distances to populate house interiors from further away. This will further reduce the remaining “pop-in”. Speaking of LODs...

Simplygon Integration

Simplygon Indie License Announcement We we’re excited to find out this week that Simplygon, the industry-leading 3D modelling optimization platform used by a majority of the AAA studios for generating LODs has opened up their platform to indie developers like us. We’ve wasted no time at all in getting started with this SDK. In the short-term, we’ll be using this to generate LODs for all of the current assets. This will help reduce any GPU bottlenecking. Although the project does already have a lot of LOD states for various assets, the previous process for us to do so has been quite time consuming with mixed results in quality using the tools our limited budget could afford. In the long-term, we’ll be able to bring in new lootable assets containing greater modeling detail and increased polycounts to allow closer inspection of these assets in game. VR players will benefit from that added detail the most most when we add in additional item interaction/inspection to the motion controls by attaching the loot to your hand first rather than automatically place into inventory. Here’s Simplygon in action with our main thief skeletal mesh starting at the original LOD0 of 34K and smoothly scaling down to 2K. The poly count is in the upper left corner. Generating these new LODs took grand total of 10 seconds. GIFV version

Alpha 0.2.0

As mentioned earlier, the team has been hard at work on the Alpha 0.2.0 update. Most recently, we’ve been working on the new multiplayer gamemode, Cops & Robbers. The new lobby level is almost finished. Briefing Room (Cop Team) Alleyway (Thief Team) We’re currently experimenting with some voice chat mechanics with some associated equipment upgrades to increase communication distance and stealth against both opposing players and NPC residents. We’ve also got the stun-baton usage finished up. Excessive force is quite satisfying :)

Feedback

As always, please keep the feedback coming. We are always reading the forum posts and replying as frequently as possible. Be sure to let us know about any issues you’re having and continue sharing your suggestions!

Source

Steam News / 26 October 2016

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