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Steam News3 November 20232y ago

Transmission 6.0

Well it's been a while, too long. But we are excited to share a whole bunch of thing’s.

Full notes

Full Project Apparition update

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

What changed

0 fixes1 addition6 changes0 removals
  • Server
  • Maps
  • Events
  • UI and audio
  • Balance
changedWell it's been a while, too long. But we are excited to share a whole bunch of thing’s. The most important thing is that we have started pre-alpha testing, this is to make sure our underlying network framework does what we want it to do and does it well. It's extremely important that we get that right, as it is imperative to the future of this game.
addedThis dev-log is all about Ghosts! We have added them, and they are semi-functional. We want to stress that our ghosts are ready for us to start adding their actions and how they affect the Haunt and to a limited extent the player. We have also finalized our Steam integration in terms of pushing builds to our testers, so we are very excited to be at this stage as now we can start adding so much more visual and tangible content to show off.
changedTo give you an idea of the current state of our ghosts, while we have not implemented much in the way of player reaction and larger haunt events, that is a whole beast in itself, we have implemented their action cycle, and have started developing the events and interactions that they perform around the haunt.
changedCurrently our ghosts can nudge or throw objects, turn lights on and off, enable certain electronic devices and even affect them in destructive ways! They can also move and bang on doors and emit audio. Our ghosts work with an action system, where actions are chosen by the ghost on a priority and chance basis and they require energy, although currently we have no ghost types in play we have the system implemented to support them when we do.
changedEventually ghost types will override the base actions in the game with different priorities and chances whilst also defining a bunch of other distinctions, to enable intrinsic differences between the ghosts. As of this development log ghosts have a disposition, targeting and action system that are working, however the disposition system is not yet being leveraged. When we have implemented the next steps for our ghosts they will start being able to react and have an opinion of the player and their actions within a haunt.
changedNow, another important thing about how we have designed our ghosts is that the actual data and state that defines them within haunts is exclusively stored on our central servers, meaning that data mining or decompiling our client will not yield any of that information, none of this data is known by the client. The server decides everything and just tells the ghost on each client what action to perform and how, the majority of this data is considered inline and is not actively stored in memory so it will even be hard to use memory scrapers to discern state when the actions are executed. This is important because we want to make sure everyone has a fair experience when it comes to leaderboards and other such competitive concepts and it enables players to use their actual experience and learned knowledge to become master ghost investigators.

Project Apparition changes

changedWell it's been a while, too long. But we are excited to share a whole bunch of thing’s. The most important thing is that we have started pre-alpha testing, this is to make sure our underlying network framework does what we want it to do and does it well. It's extremely important that we get that right, as it is imperative to the future of this game.
addedThis dev-log is all about Ghosts! We have added them, and they are semi-functional. We want to stress that our ghosts are ready for us to start adding their actions and how they affect the Haunt and to a limited extent the player. We have also finalized our Steam integration in terms of pushing builds to our testers, so we are very excited to be at this stage as now we can start adding so much more visual and tangible content to show off.
changedTo give you an idea of the current state of our ghosts, while we have not implemented much in the way of player reaction and larger haunt events, that is a whole beast in itself, we have implemented their action cycle, and have started developing the events and interactions that they perform around the haunt.
changedCurrently our ghosts can nudge or throw objects, turn lights on and off, enable certain electronic devices and even affect them in destructive ways! They can also move and bang on doors and emit audio. Our ghosts work with an action system, where actions are chosen by the ghost on a priority and chance basis and they require energy, although currently we have no ghost types in play we have the system implemented to support them when we do.
changedEventually ghost types will override the base actions in the game with different priorities and chances whilst also defining a bunch of other distinctions, to enable intrinsic differences between the ghosts. As of this development log ghosts have a disposition, targeting and action system that are working, however the disposition system is not yet being leveraged. When we have implemented the next steps for our ghosts they will start being able to react and have an opinion of the player and their actions within a haunt.

Well it's been a while, too long. But we are excited to share a whole bunch of thing’s. The most important thing is that we have started pre-alpha testing, this is to make sure our underlying network framework does what we want it to do and does it well. It's extremely important that we get that right, as it is imperative to the future of this game.

We are in the next phase of development, and we love it.

This dev-log is all about Ghosts! We have added them, and they are semi-functional. We want to stress that our ghosts are ready for us to start adding their actions and how they affect the Haunt and to a limited extent the player. We have also finalized our Steam integration in terms of pushing builds to our testers, so we are very excited to be at this stage as now we can start adding so much more visual and tangible content to show off.

Our ghosts are thinking, dynamic beings who have autonomy.

To give you an idea of the current state of our ghosts, while we have not implemented much in the way of player reaction and larger haunt events, that is a whole beast in itself, we have implemented their action cycle, and have started developing the events and interactions that they perform around the haunt.

Currently our ghosts can nudge or throw objects, turn lights on and off, enable certain electronic devices and even affect them in destructive ways! They can also move and bang on doors and emit audio. Our ghosts work with an action system, where actions are chosen by the ghost on a priority and chance basis and they require energy, although currently we have no ghost types in play we have the system implemented to support them when we do.

Eventually ghost types will override the base actions in the game with different priorities and chances whilst also defining a bunch of other distinctions, to enable intrinsic differences between the ghosts. As of this development log ghosts have a disposition, targeting and action system that are working, however the disposition system is not yet being leveraged. When we have implemented the next steps for our ghosts they will start being able to react and have an opinion of the player and their actions within a haunt.

Now, another important thing about how we have designed our ghosts is that the actual data and state that defines them within haunts is exclusively stored on our central servers, meaning that data mining or decompiling our client will not yield any of that information, none of this data is known by the client. The server decides everything and just tells the ghost on each client what action to perform and how, the majority of this data is considered inline and is not actively stored in memory so it will even be hard to use memory scrapers to discern state when the actions are executed. This is important because we want to make sure everyone has a fair experience when it comes to leaderboards and other such competitive concepts and it enables players to use their actual experience and learned knowledge to become master ghost investigators.

Next steps going forward are to double down on fixing issues with our networking framework and game flow as our testers find them, whilst also bringing player to ghost reactivity. Giving ghosts a voice is next on the agenda too. Fleshing out haunt interactions as well, and starting the basis for more involved haunt events that affect multiple things at the same time. Features like progression and customization are still going to have a back seat, they will be pretty straight forward to tackle once we get there, having fully functional ghosts is top priority, they are the main focus of Project Apparition.

As always we appreciate and love all our supporters, thankyou for reading!

Source

Steam News / 3 November 2023

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