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Steam News13 August 20178y ago

Progress report - Building buildings

I'm working on a 0.4.0 release which implements some important gameplay changes, as well as brings a bunch of assets into the game, but that's at least a week away so I wanted to catch everyone up on what I'm up to exac

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  • Gameplay
addedI'm working on a 0.4.0 release which implements some important gameplay changes, as well as brings a bunch of assets into the game, but that's at least a week away so I wanted to catch everyone up on what I'm up to exactly. First of all, I've been doing work specific to the Story Mode. I'm not gonna talk about it much to avoid spoiling something, but I've evaluated all segments of the story and have worked on the ones that I'm sure I wanna have, and ignored ones that might be rewritten or removed in favor of more sensible segments. Right now Story Mode work mostly consists of drawing the comicbook panels that will be used for the cinematics and is something I do to unwind from other work, as they are the least priority item on the list. Moving on - assets! Almost anything in the game can be considered an asset, but when I say assets I mostly mean 3D models or 2D drawings. I've been making models for building this last week, but it's time-consuming work, so during the weekend I cooked up a new system that I've been thinking about for a while now. You feed it several modular 3D models, give it a set of parameters such as floor amount, wall width etc. and it creates a building out of it. The three building on the left all use this new system and are made from the same pieces, while the one on the right is handmade. Obviously there are still things to work out here to make buildings look better, but this new system will dramatically decrease development time of new buildings. In the future I'll be adding things such as dynamic door placement, random props on the windows (air conditioners, laundry, antennas). I'm also doing some work with discoloration, that can be applied to specific areas of the building, to make it look more varied. I'm doing some experimentation on input (both Vive and Oculus) based on feedback I've received, and so far I've made a big change regarding the power selection. And of course, this being a 0.#.0 release there's some new content to check out. But all of that you'll be able see out when the update hits soon.

I'm working on a 0.4.0 release which implements some important gameplay changes, as well as brings a bunch of assets into the game, but that's at least a week away so I wanted to catch everyone up on what I'm up to exactly. First of all, I've been doing work specific to the Story Mode. I'm not gonna talk about it much to avoid spoiling something, but I've evaluated all segments of the story and have worked on the ones that I'm sure I wanna have, and ignored ones that might be rewritten or removed in favor of more sensible segments. Right now Story Mode work mostly consists of drawing the comicbook panels that will be used for the cinematics and is something I do to unwind from other work, as they are the least priority item on the list. Moving on - assets! Almost anything in the game can be considered an asset, but when I say assets I mostly mean 3D models or 2D drawings. I've been making models for building this last week, but it's time-consuming work, so during the weekend I cooked up a new system that I've been thinking about for a while now. You feed it several modular 3D models, give it a set of parameters such as floor amount, wall width etc. and it creates a building out of it. The three building on the left all use this new system and are made from the same pieces, while the one on the right is handmade. Obviously there are still things to work out here to make buildings look better, but this new system will dramatically decrease development time of new buildings. In the future I'll be adding things such as dynamic door placement, random props on the windows (air conditioners, laundry, antennas). I'm also doing some work with discoloration, that can be applied to specific areas of the building, to make it look more varied. I'm doing some experimentation on input (both Vive and Oculus) based on feedback I've received, and so far I've made a big change regarding the power selection. And of course, this being a 0.#.0 release there's some new content to check out. But all of that you'll be able see out when the update hits soon.

Source

Steam News / 13 August 2017

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