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Full The Explorator update
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Repeated intro
Hello Explorators !
What changed
- Balance
- Performance
- Gameplay
- UI and audio
Last Saturday was a moment of intense emotion with the release of early access. I'm glad it went off without too much damage, so I'm going to tell you what's next for the game after its launch. Thanks again to the Future Game Show for being able to make the announcement, it was super cool of them and the event was amazing !
Firstly, the number one priority is bug fixes and optimizations. I think the main reason for the latter is the cost, in particular, of my FX. I'm going to try to optimize that as much as possible.
Here I'm posting the fixes I'm going to make to address these issues :
GPU performance issue
Saves that keep scrolling on the load menu
Problems in aiming mode with scopes
Jittery animation when jumping
When crouching/lying down, you can no longer get up
Problem with some sounds being too loud and heard over long distances, and not being taken into account by the options
Character deceleration problem (feeling of being on roller skates)
Missing an option to disable mouse acceleration
very dark enemies in the abyss
Minimap icon problems
problem scrolling through journal/codex quests
Have the ability to press once to activate sprint
There are probably still many other bugs but these are the ones I have encountered so far, if you have discovered the slightest problem do not hesitate to mention it to me on steam or on discord. Thanks in advance for this.
Now let's talk about the future content of the game !
The Explorator is a shooting and exploration game in a poetic and violent universe. The final content will offer around 8 hours of gameplay. Early access will be in 3 parts. The first part is not yet finished but offers at least 2 hours of play.
The update I would do first is to fill the levels with lore and new objects to collect, as well as new small places that will appear little by little. I have planned a level to explore in the Capital village. Another level in the abandoned city, and why not expand the beach level with caves to explore under the dunes.
The big system I have planned for the future is the ability to obtain permanent improvements by collecting crystals scattered throughout the levels.
For example, they will allow you to improve your health, regeneration, improve your weapons or your jetpack, and even why not have a companion (currently being tested)
Those who have gone to the end of the adventure will have passed the blue abyss, this place is under construction, it will soon be filled with quests, obstacles, enemies and elements to find. As well as access to the old village.
Speaking of the jetpack, I'm also going to rework the abandoned city level because we have the possibility to pass over the buildings, I'm going to add interesting things to find and finish the incomplete level design.
In summary, I will try to finish the content here and add it at the nesxt month, with a bit of luck I will also have the perk system working.
Thanks again to those who support me, don't hesitate to share your opinions with me on Discord or on the Steam discussion.
Sydney
Source
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