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Steam News5 February 20197y ago

Developers Diaries. January

Hey there! I'm Artem Netiagin, and today I'm going to tell you about the work we've done :) January is over. It's time to sum up everything we did.

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Full The Uncertain: Last Quiet Day update

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Repeated intro

Hey there! I'm Artem Netiagin, and today I'm going to tell you about the work we've done :) January is over. It's time to sum up everything we did. We took a good long holiday, which left us with just a few working days. But the work we did last month was really great. The thing is, we don't have that much time left until the release. The whole team is racing against the clock. As we planned, the team faced a change (for the better), and the reorganization allowed us to prioritize the tasks that were falling behind, such as gameplay and animations. Major changes are ahead, and we're very hopeful about the future.

What changed

1 fix0 additions4 changes0 removals
  • Gameplay
  • Compatibility
  • Events
  • Store
changedHey there! I'm Artem Netiagin, and today I'm going to tell you about the work we've done :) January is over. It's time to sum up everything we did. We took a good long holiday, which left us with just a few working days. But the work we did last month was really great. The thing is, we don't have that much time left until the release. The whole team is racing against the clock. As we planned, the team faced a change (for the better), and the reorganization allowed us to prioritize the tasks that were falling behind, such as gameplay and animations. Major changes are ahead, and we're very hopeful about the future.
fixedThe abandoned warehouse is coming to life: people will return to it. We've been perfecting the diagrams that represent the game logic and store all characters' cues. 3D modelers and artists are slaving away at the last levels: the sewers, the warehouse, and the subway. Several team members are integrating the logic and applying sound effects. Since we're almost done with the coding, programmers have switched to other tasks, such as game interfaces and good old puzzles. The characters are ready to be animated and get their facial expressions, and it's a major breakthrough! We're working on each character's basic emotions right now. And of course, I can't ignore the recent Beta! We'd love to thank all of you, who took part in it! Together we found and fixed a considerable amount of nasty bugs, and implemented a ton of improvements. We hope, during the next testing stage you'll be pleased to see that we followed your feedback and reports. By this stage, we're planning to add another level, along with some polished and finalized animations and gameplay features. Here are a few screenshots for you to enjoy.
changedGame logic in diagrams. Many events and dialogs are based on your actions in previous levels.
changedEmily looks livelier with her improved facial skin texture.
changedThe Uncertain couldn't exist without a plasma cutter! Abandoned subway. Doesn't this art make your skin crawl? Valves here are totally sci-fi! Subway station. The architectural style reminds us of the former greatness of those who have long gone Intercom updated interface. Now featuring HDR! :) *** That's all folks. Stay tuned!

The Uncertain: Last Quiet Day changes

  • The Thinghero
changedHey there! I'm Artem Netiagin, and today I'm going to tell you about the work we've done :) January is over. It's time to sum up everything we did. We took a good long holiday, which left us with just a few working days. But the work we did last month was really great. The thing is, we don't have that much time left until the release. The whole team is racing against the clock. As we planned, the team faced a change (for the better), and the reorganization allowed us to prioritize the tasks that were falling behind, such as gameplay and animations. Major changes are ahead, and we're very hopeful about the future.
fixedThe abandoned warehouse is coming to life: people will return to it. We've been perfecting the diagrams that represent the game logic and store all characters' cues. 3D modelers and artists are slaving away at the last levels: the sewers, the warehouse, and the subway. Several team members are integrating the logic and applying sound effects. Since we're almost done with the coding, programmers have switched to other tasks, such as game interfaces and good old puzzles. The characters are ready to be animated and get their facial expressions, and it's a major breakthrough! We're working on each character's basic emotions right now. And of course, I can't ignore the recent Beta! We'd love to thank all of you, who took part in it! Together we found and fixed a considerable amount of nasty bugs, and implemented a ton of improvements. We hope, during the next testing stage you'll be pleased to see that we followed your feedback and reports. By this stage, we're planning to add another level, along with some polished and finalized animations and gameplay features. Here are a few screenshots for you to enjoy.
changedGame logic in diagrams. Many events and dialogs are based on your actions in previous levels.
changedEmily looks livelier with her improved facial skin texture.
changedThe Uncertain couldn't exist without a plasma cutter! Abandoned subway. Doesn't this art make your skin crawl? Valves here are totally sci-fi! Subway station. The architectural style reminds us of the former greatness of those who have long gone Intercom updated interface. Now featuring HDR! :) *** That's all folks. Stay tuned!

The abandoned warehouse is coming to life: people will return to it. We've been perfecting the diagrams that represent the game logic and store all characters' cues. 3D modelers and artists are slaving away at the last levels: the sewers, the warehouse, and the subway. Several team members are integrating the logic and applying sound effects. Since we're almost done with the coding, programmers have switched to other tasks, such as game interfaces and good old puzzles. The characters are ready to be animated and get their facial expressions, and it's a major breakthrough! We're working on each character's basic emotions right now. And of course, I can't ignore the recent Beta! We'd love to thank all of you, who took part in it! Together we found and fixed a considerable amount of nasty bugs, and implemented a ton of improvements. We hope, during the next testing stage you'll be pleased to see that we followed your feedback and reports. By this stage, we're planning to add another level, along with some polished and finalized animations and gameplay features. Here are a few screenshots for you to enjoy.

Game logic in diagrams. Many events and dialogs are based on your actions in previous levels.

Sewers, basic geometry. There's a lot of work to do, but the future level energy is already in the air.

We're finalizing and introducing another aerocar.

A drugstore scanner; you'll need to avoid its rays in a QTE.

Emily looks livelier with her improved facial skin texture.

Just wait until you see her facial animation, expressions, and eye movements.

The Uncertain couldn't exist without a plasma cutter! Abandoned subway. Doesn't this art make your skin crawl? Valves here are totally sci-fi! Subway station. The architectural style reminds us of the former greatness of those who have long gone Intercom updated interface. Now featuring HDR! :) *** That's all folks. Stay tuned!

Source

Steam News / 5 February 2019

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