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Steam News27 March 20215y ago

I've been working on a remake of deORBIT for a while now.

Update Time: [Alpha Iteration 80] I took December and January off, and did no work. I switched from laptop to desktop and the "iteration number" now shows 80.

Full notes

Full SCS deORBIT update

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

What changed

0 fixes1 addition8 changes3 removals
  • UI and audio
  • Gameplay
  • Balance
  • Performance
changedConverted all 3d icons to UI with pretty cool animations. Since I want them to be very crisp and not to interfere with the screen space reflections
changedChanged the collision of the player. While less realistic it comes of more natural and should ease the player into the game.
addedAdded some nice effects when the player receives damage, is in space or in a poison atmosphere.
removedReworked the fast forward code so it no longer simulates the world on 10x speed, instead it calculates it. The result is there is no more stutter.
changedReworked accessibility options to allow for Realtime preview.
changedTweaked the available items so they make more sense in the context of the game. The original game never had a "water" as a thing to consume.

SCS deORBIT changes

changedConverted all 3d icons to UI with pretty cool animations. Since I want them to be very crisp and not to interfere with the screen space reflections
changedChanged the collision of the player. While less realistic it comes of more natural and should ease the player into the game.
addedAdded some nice effects when the player receives damage, is in space or in a poison atmosphere.
removedReworked the fast forward code so it no longer simulates the world on 10x speed, instead it calculates it. The result is there is no more stutter.
changedReworked accessibility options to allow for Realtime preview.

Update Time: [Alpha Iteration 80] I took December and January off, and did no work. I switched from laptop to desktop and the "iteration number" now shows 80. I should probably use 50+80 =130 iterations but I will go with 80 for simplicity on my end. The exciting news for me is that the game is almost ready for playtesting and balancing (which I find the most challenging). After some balancing is done and testers are able to finish the game I will start working on the visual bling. I plan on implementing Raytracing, but it will never be a requirement.

Player side:

Converted all 3d icons to UI with pretty cool animations. Since I want them to be very crisp and not to interfere with the screen space reflections

Changed the collision of the player. While less realistic it comes of more natural and should ease the player into the game.

Added some nice effects when the player receives damage, is in space or in a poison atmosphere.

Reworked the fast forward code so it no longer simulates the world on 10x speed, instead it calculates it. The result is there is no more stutter.

Reworked accessibility options to allow for Realtime preview.

When things break in the station, there is camera shake to subtly communicate this to the player

Story progress loading is now implemented. It was so hard that I had to code it twice.

Tweaked the available items so they make more sense in the context of the game. The original game never had a "water" as a thing to consume.

Developer side:

Updated to UE4 4.26 going to use the Raytracing, Particle and Destruction systems.

Changed the class of the camera builder object so its easier to manage

Optimizations and cleanup of most actors

Tons of bugfixes

Removing textures and meshes from the old deORBIT games since they will not be used and are less optimized

Major optimization of interactable objects. Changing the properties is no longer done on the CPU.

Reworked the save reset logic to be easier to use

Source

Steam News / 27 March 2021

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