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Steam News31 October 20241y ago

0.4 Update - Map Generation Overhaul, Equipment, and voice acting!

Hey Everyone, it’s been a while since the last update but I’ve been cooking a big one so hopefully you’ll forgive the lack of updates. The 0.4 update is here and will contain some pretty big changes to SOS.

In this update7

Full notes

Full SOS: Forgotten Planet update

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

Repeated intro

Hey Everyone, it’s been a while since the last update but I’ve been cooking a big one so hopefully you’ll forgive the lack of updates. The 0.4 update is here and will contain some pretty big changes to SOS.

What changed

0 fixes4 additions9 changes0 removals
  • Maps
  • Events
  • Gameplay
  • UI and audio
  • Balance
addedMap Generation ChangesThe initial map generation while functional didn’t get the feel that I wanted. It had essentially a bunch of rooms that were directly connected to other rooms but didn’t have many interconnecting corridors. This had two effects, the first being that it just didn’t feel like a real place but the second more important detail is that it limited the space in which Steve(the monster) could roam. The player essentially needed to open a door for him to be a threat. The new map generation makes all rooms connected by one bigger corridor thus Steve can now roam freely and give out all the bone crushing hugs he wants. I’ve also updated a lot of the rooms so that there should have more variation and be a better set dressed.
changedMap Generation ChangesThese are some examples of how the maps get laid out now with the above changes.
changedEquipmentThe labs of Ouro contained many interesting scientific technologies that the player can find while exploring the labs. You will now find Lost Technology boxes while exploring. Bringing these back to the safe zone and opening them will give you the option to choose between 3 different rewards.
addedEquipmentThese can vary from just straight stat increases to new equipable items that will help you explore the lab. Some examples of the equipment are
changedMapping GadgetsMaps are not just given in SOS, there are two different types of mapping gadgets that let you see the map. One that upon activating shows the whole map but doesn’t save any of it and another one that gradually reveals the map as you explore it but once explored is permanently saved.
changedLocation BeaconsThese are placeable items that the player will see on their HUD noting the direction also Shows up on the map.

SOS: Forgotten Planet changes

addedThe initial map generation while functional didn’t get the feel that I wanted. It had essentially a bunch of rooms that were directly connected to other rooms but didn’t have many interconnecting corridors. This had two effects, the first being that it just didn’t feel like a real place but the second more important detail is that it limited the space in which Steve(the monster) could roam. The player essentially needed to open a door for him to be a threat. The new map generation makes all rooms connected by one bigger corridor thus Steve can now roam freely and give out all the bone crushing hugs he wants. I’ve also updated a lot of the rooms so that there should have more variation and be a better set dressed.
changedThese are some examples of how the maps get laid out now with the above changes.
changedThe labs of Ouro contained many interesting scientific technologies that the player can find while exploring the labs. You will now find Lost Technology boxes while exploring. Bringing these back to the safe zone and opening them will give you the option to choose between 3 different rewards.
addedThese can vary from just straight stat increases to new equipable items that will help you explore the lab. Some examples of the equipment are
changedMaps are not just given in SOS, there are two different types of mapping gadgets that let you see the map. One that upon activating shows the whole map but doesn’t save any of it and another one that gradually reveals the map as you explore it but once explored is permanently saved.

Map Generation Changes

The initial map generation while functional didn’t get the feel that I wanted. It had essentially a bunch of rooms that were directly connected to other rooms but didn’t have many interconnecting corridors. This had two effects, the first being that it just didn’t feel like a real place but the second more important detail is that it limited the space in which Steve(the monster) could roam. The player essentially needed to open a door for him to be a threat. The new map generation makes all rooms connected by one bigger corridor thus Steve can now roam freely and give out all the bone crushing hugs he wants. I’ve also updated a lot of the rooms so that there should have more variation and be a better set dressed.

These are some examples of how the maps get laid out now with the above changes.

Equipment

The labs of Ouro contained many interesting scientific technologies that the player can find while exploring the labs. You will now find Lost Technology boxes while exploring. Bringing these back to the safe zone and opening them will give you the option to choose between 3 different rewards.

These can vary from just straight stat increases to new equipable items that will help you explore the lab. Some examples of the equipment are

Mapping Gadgets

Maps are not just given in SOS, there are two different types of mapping gadgets that let you see the map. One that upon activating shows the whole map but doesn’t save any of it and another one that gradually reveals the map as you explore it but once explored is permanently saved.

Location Beacons

These are placeable items that the player will see on their HUD noting the direction also Shows up on the map.

Radar Scan

Scans the nearby area and gives the player information about items within that distance. There are 3 different types that will identify chests/items, portals or enemies respectively but you can also upgrade to expand what gets scanned.

Placeable Signs

Allows the player to place icons and colors onto the ground. Costs much less energy than Location beacons per use and can be upgraded to be shown on the map.

Personal Shields

Grants the player a temporary health shield for a set amount of time. When hit with this shield up the player subtracts health from the shield first before taking any real damage. Can be upgraded to take more damage and last longer. There’s also 3 different types with varying duration and damage reduction.

Floating Container

A simple piece of equipment that simply adds 2 inventory slots when equipped. Simple but useful.

More To Come

This isn’t all the equipment that is planned but is just a start. Going to be adding more as time goes on. Some that are already planned are a placeable beacon that allows you to teleport back to it on a repeated activation, a shock wave that pushes back and stun enemies, and a speed boost that will let you run faster and longer when activated.

Voice Acting

Thanks to some wonderful voice actors SereneSeptember and Kevin Paculan, Clara and Flynn are now voiced! We’ve only had time to do the intro area fully so there are some parts yet to be fully integrated but the game definitely feels more alive because of it. There’s still some lines to be integrated and I have to do an audio balance pass on all the lines to even them out but I hope you enjoy it.

What’s Next?

In the next few weeks I’ll be taking feedback and finishing up some of the additional equipment and audio balancing. After that the next big thing on my radar is refactoring and setting up the final monster system in game. The monsters in SOS will have a certain set of mechanics that they get at random each playthrough. They will unlock these mechanics over time and thus become more dangerous as the game progresses. As an example of how this will work on our beloved STEv3, he will have 3 major evolutions, Door Smashing - Self explanatory but he’ll smash doors while chasing you if you close them in his face. Tunneling - He’ll periodically burrow himself and pop out of the ground near you Slime Excretion - Slim now drips off his body, if the player walks over this slime they will be slowed down substantially. One major upgrade will be active at the start of the game while another will get activated later on. In addition to major evolutions there are minor evolutions that will do things such as increase damage, speed, or increase effectiveness of major evolutions.

That’s it for the update and a little sneak peak at what’s next. Hope you enjoy this update and keep following along with the development of SOS: Forgotten Planet.

Source

Steam News / 31 October 2024

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