Today’s update is focused on the survival aspects of Empyrion. We significantly improved and extended the food system. The new food processor is the central device with which you can generate a multitude of different, multi-layered recipes reaching from a simple bread over veggie burgers to dinosaur steaks or pies.
At this moment, we have integrated almost 20 different recipes that will be extended over time. However, before you start cooking, you have to go out there and gather the ingredients on the different planets. You have to try in order to find out which plant is edible or poisonous.
Would you eat this plant...?
...or this one?
Maybe this plant gives you some rare ingredients for a medicine?
Seems not to be poisonous...
In addition, we integrated special plant grow lights:
Without these lights, your plants will not grow indoor and will not produce the fruits that might save you from starving...
In the next update you will see the new water shader on which we are currently working and some other goodies that are waiting for you...
Today, we would like to explain you how we have improved the planetary approach and the atmospheric entry. When you now approach a planet, the following two main factors determine the behavior of the spaceship:
1. Gravity of the planet => atmospheric drag
2. Density of the atmosphere => aerodynamic heating
The extent of gravity determines the force that pulls you toward a planet (atmospheric drag). Once you are in the gravity field of a planet and your thrusters are not sufficiently strong, you cannot escape the gravity field anymore and you will be pulled towards the planet.
The degree of the atmosphere’s density will determine the aerodynamic heating (see entry effect in the screenshots) and how strong you are slowed down.
If you are approaching the planet with too much speed your spaceship will get damaged and eventually be destroyed. The planets differ with respect to their gravity and the density of the atmosphere.
Moreover, we have integrated two new creatures into the game. A scary, hostile creature that you may encounter on lava planets....
.... and a peaceful species that lives on snow planets - but you still should be careful.
In this update we show you some screenshots of the recent development regarding the integration of creatures and some of our new weapons.
Imagine that night has fallen on the desert planet Omicron...You walk around to explore the surroundings of your base and you hear a noise in the distance. You take your flashlight to discover the origin of the noise and you suddenly find yourself face-to-face with this nasty cave worm....
You should be prepared for this encounter, for example, with this SciFi minigun:
The minigun in action on the lava planet:
We have recently added also a SciFi rocket launcher....
...and a submachine gun to our weapon collection.
You can go for dino hunting
You may also encounter the cave worms on Ningues - the snow planet
Finally, we show you some fighting scenes from Omicron.
It seems to be quiet out there tonight...
But the calm is misleading, cave worms attack you...
We hope you like what you see from the recent development of Empyrion. Please tell us what you think. We would love to hear your feedback!
Stay tuned for more updates and thanks for reading.
After our April Fools' Prank with the postcard http://empyriononline.com/threads/greetings-from-tahiti-april-fools.221 (of course we did not sell Eleon Game Studios to Foolsbook and we have not been to Tahiti), we present you a new update today. First, we added the new Unity 5 sun shafts that render the sunrises and sunsets on Omicron even more pretty than before:
Second, we have integrated Ambient Occlusion to darken corners, creases, holes and surfaces that are close to each other - it looks very cool in indoor environments (bases and starships) as you can see on the next screenshot:
Third, we integrated a strong spotlight for spaceships so that you can now go on nightly exploration tours on planets. It is pretty scary when you fly over the planet with your spotlight on…
Fourth, we implemented a first version of the damage system. When you damage blocks, they will deform as you can see on the screenshot.
Finally, we added two new tools into the game: (i) a tool to repair damaged blocks and (ii) a tool to fill up the terrain (i.e., now you can dig holes and fill them up again as well as flatten the terrain).
In the last couple of days we were very focused and worked hard, but now it is done…today, we are very excited to announce that Empyrion has successfully switched to Unity 5. It is a big step in the development process, because Unity 5 will bring a lot of new features, possibilities and improvements to Empyrion:
1. Overall massive performance improvement: we were really blown away about the performance boost compared to Unity 4.
2. Physically-based shader: the new shader looks amazing and nicely simulates the interactions between materials and light (see 2 screenshots below). We are still in the process of converting all textures into the new shader format. We will post another update with more screenshots when we are done.
3. New physics engine: PhysX 3.3 brings huge performance improvements to 3D physics - especially on multi-core processors. This will also allow for more accurate spaceship controls, better spaceship performance, and better physics simulation overall.
4. SpeedTree integration: this will give us unlimited possibilities to create strange and alien-like plants and trees
5. And much more (new lighting features, improved sound system, more flexible animation system, DirectX 11 support, etc).
Finally, we wanted to show you some screenshots of a new fighter model that our friends from the Modding Asylum built. As you can see, the fighter does not need a lot of directional thrusters (2 on each side) - and believe us - this little beast flies fast and is very agile.
As of today, 82.4% were in favour of the “sim-style thruster” placements against 17.6% who voted for "Arcade-style thruster placement”. It was very interesting and inspiring to read your thoughts and comments on the thruster mechanics on the community forum but also on Facebook, Twitter and IndieDB. Thanks for this great feedback!
As a consequence of this relatively clear vote, we have integrated a first set of directional thrusters into Empyrion and we have updated the spaceship controller accordingly. We have taken into account that people seem to want non-invasive directional thrusters that don’t destroy the visuals of their spaceships. Take a look at the first screenshots of the new directional thrusters:
Our friends from the Modding Asylum are currently preparing a whole set of directional thrusters that will be integrated very soon. These are just 2 of their set:
But we also listen to those of you who are in favour of a more Arcade-style thruster placement because we plan to integrate configuration possibilities for the thrusters on your ships later on (i.e., you will be able to configure the force that is applied to the different directions).
This dev update is dedicated to our friends from the "Modding Asylum." We are very excited to show you the recent models they have developed for Empyrion and also some of their truly amazing concept art.
Check out the set of shiny new thrusters they created for the game:
In the above screenshot, you see the slanted thruster, armored thruster, atmospheric thruster and the normal thruster. We love the cool and innovative design of these thrusters…especially the atmospheric thruster:
They have more thrusters in the pipeline for us….but we won’t tell you more at this time ;-)
The artists from Modding Asylum also created a cool landing gear for Empyrion. Here is a screenshot:
In addition, we would like to share with you some renders of the models they are currently working on. Convince yourself of the high-quality stuff they are producing.
We wanted to take the opportunity to thank the Modding Asylum for everything they have done so far for us. It is a pleasure to work with them - they are highly professional and insanely talented artists. Keep up the good work guys - you are amazing!
Today we would like to ask for your opinion about the thruster mechanics in Empyrion. Basically, there are 2 different approaches and we would like to know which approach you would prefer:
1. Arcade-style thruster placement: you would place your thrusters always pointing backwards but you can configure in a thruster-control module how much thruster force is applied to each direction.
2. Simulation-style thruster placement: you would need to physically place (non-intrusive) directional thrusters on each side to which you want to apply thruster force.
Your answer would help us to determine the approach that the community prefers.
Thanks in advance
Eleon Game Studios