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Steam News4 April 20197y ago

April development updates

Much of the last month has been spent on cleaning up, polishing, and getting things ready for the June early access release.

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Full Zombie Deathrace Feeding Frenzy update

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What changed

0 fixes2 additions0 changes0 removals
  • Server
addedMuch of the last month has been spent on cleaning up, polishing, and getting things ready for the June early access release. There were some major memory leak issues with the Bullet Physics engine and how it cleaned up memory regarding trimeshes, and it took a while to track it down and correct it. Servers are now mostly stable, with perhaps a few other issues to track down but it's not the crippling problems as before. This isn't to say that new ideas and features haven't been percolating! The major new feature is something internally called "psycho time". During a round(in Arcade mode), radioactive waste gets dumped into the water and an air raid siren sounds. The fish suddenly change appearance into bloodthirsty little nightmares and turn in on the player, chasing you relentlessly. They are still smart enough to eat zombie parts as they pass them, but their primary focus becomes you.....
addedThis is Hill Billy Willy in psycho mode, and a zombified state. Players can also choose to use the Psycho skins in multiplayer, and there will be an Electro skin coming soon that will also be available, but will also be used in Arcade mode for when a fish is stunned, or maybe if in Psycho Time fish try to stun you. Another development is the addition of .png loading, so the size of the game on disk has dropped considerably. This will certainly help when the mobile version is completed. Work on the VR side continues - and there will be some changes coming to make it more intuitive as well as allow the player to make ocular adjustments from within the game, and save the settings. This will allow for perfect visual alignment to account for differences in people's vision. I will also be exploring the possibility of adding Steam VR support. All else is right on schedule, and I will be spending time over the next two months adding a variety of Steam awards and achievements. Hoping to have around 50 for the first release. Feature-wise, I plan on saving the other game modes for a later update, as I am going to dedicate the next two months on polish.

Zombie Deathrace Feeding Frenzy changes

addedMuch of the last month has been spent on cleaning up, polishing, and getting things ready for the June early access release. There were some major memory leak issues with the Bullet Physics engine and how it cleaned up memory regarding trimeshes, and it took a while to track it down and correct it. Servers are now mostly stable, with perhaps a few other issues to track down but it's not the crippling problems as before. This isn't to say that new ideas and features haven't been percolating! The major new feature is something internally called "psycho time". During a round(in Arcade mode), radioactive waste gets dumped into the water and an air raid siren sounds. The fish suddenly change appearance into bloodthirsty little nightmares and turn in on the player, chasing you relentlessly. They are still smart enough to eat zombie parts as they pass them, but their primary focus becomes you.....
addedThis is Hill Billy Willy in psycho mode, and a zombified state. Players can also choose to use the Psycho skins in multiplayer, and there will be an Electro skin coming soon that will also be available, but will also be used in Arcade mode for when a fish is stunned, or maybe if in Psycho Time fish try to stun you. Another development is the addition of .png loading, so the size of the game on disk has dropped considerably. This will certainly help when the mobile version is completed. Work on the VR side continues - and there will be some changes coming to make it more intuitive as well as allow the player to make ocular adjustments from within the game, and save the settings. This will allow for perfect visual alignment to account for differences in people's vision. I will also be exploring the possibility of adding Steam VR support. All else is right on schedule, and I will be spending time over the next two months adding a variety of Steam awards and achievements. Hoping to have around 50 for the first release. Feature-wise, I plan on saving the other game modes for a later update, as I am going to dedicate the next two months on polish.

Much of the last month has been spent on cleaning up, polishing, and getting things ready for the June early access release. There were some major memory leak issues with the Bullet Physics engine and how it cleaned up memory regarding trimeshes, and it took a while to track it down and correct it. Servers are now mostly stable, with perhaps a few other issues to track down but it's not the crippling problems as before. This isn't to say that new ideas and features haven't been percolating! The major new feature is something internally called "psycho time". During a round(in Arcade mode), radioactive waste gets dumped into the water and an air raid siren sounds. The fish suddenly change appearance into bloodthirsty little nightmares and turn in on the player, chasing you relentlessly. They are still smart enough to eat zombie parts as they pass them, but their primary focus becomes you.....

This is Hill Billy Willy in psycho mode, and a zombified state. Players can also choose to use the Psycho skins in multiplayer, and there will be an Electro skin coming soon that will also be available, but will also be used in Arcade mode for when a fish is stunned, or maybe if in Psycho Time fish try to stun you. Another development is the addition of .png loading, so the size of the game on disk has dropped considerably. This will certainly help when the mobile version is completed. Work on the VR side continues - and there will be some changes coming to make it more intuitive as well as allow the player to make ocular adjustments from within the game, and save the settings. This will allow for perfect visual alignment to account for differences in people's vision. I will also be exploring the possibility of adding Steam VR support. All else is right on schedule, and I will be spending time over the next two months adding a variety of Steam awards and achievements. Hoping to have around 50 for the first release. Feature-wise, I plan on saving the other game modes for a later update, as I am going to dedicate the next two months on polish.

Source

Steam News / 4 April 2019

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