Road to Alpha 8: Development Update II

Discussion in 'News & Announcements' started by EleonGameStudios, Mar 9, 2018.

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  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
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    A preview of our new terrain shader

    Hi Galactic Survivalists!

    We are a bit behind schedule with our blog post about the new Solar System Generator because we are currently reworking parts of it. Thus, we thought it does not make sense to reveal info which is already outdated in the very moment we post it.

    However, don't worry - more info about the new tool for easily creating your very personal solar system will be published in the near future. For example on how to utilize the new "planet tilt" setting, which will allow for different day/night cycle length on the northern and southern hemisphere of a planet!

    Instead of a walk-through of the "SSG" (Solar System Generator), we want to provide you with some quick info about our progress on some of the other, more gameplay-relevant features!

    Let's roll :)

    1. Game Start
    • If you start a new default game, the new SSG system will randomly pick names from a database of around 600 playfield names. So if you start a new game with a different seed, your planets will have different names!
    • You will be able to "sleep" in your escape pod to forward time and it will not despawn (SP only)
    • You will have a very limited "Suit Constructor" at your disposal (slow, only the very basic items like a food item, bandages etc)
    • We are planning to provide you with a much better survival experience as a game start. More details to come...
    2. For Scenario Creators
    • You can still use the system with a fixed sectors.yaml and fixed planet names!
    • You will now have the possibility to place POIs and Ore Deposits BY BIOME![​IMG]
    • You will be able to preview the POI and resource distribution in the SSG [​IMG]
    • The PDA system now offers repeatable missions!
    3. For Builders
    • You can now set Hotkeys for console commands. Having SI turned to off, godmode on, teleport and more can be activated at the same time with a simple hotkey click!
    • Automated doors now have an override priority for Sensors: if you add a sensor/signal to a door, the door-integrated auto-opening will not be triggered.
    • Devices with Sensor Input and Output fields can now send and receive signals. Before, SEND did not work as long as the device was set to listen/receive signals at the same time. Note: you cannot create blink-lights this way, because of an integrated Loop-Protection. But we will add a proper "blink lights" feature in the course of the 8.x development!
    4. New Status Effects
    The current status effects rarely rely on each other and do not develop into a more serious disease if not treated well or at the right time.

    The new status effects system will focus on this a bit more, so not caring about an open wound, might you get to an infected wound and a serious Sepis right away.

    See the current status-effects tree (Work in progress)


    There are basically always 2 or 3 stages of where a "base disease" can evolve into.

    The planned templates-rework for curing diseases will reflect this approach. While an easy-to-craft bandage or paste or even a hot beverage might be enough to remove the status effect in the Stage 1, the following stages might need Pills or even Injections, which will need more ingredients and time to craft.

    So having the right medicine available will be much more important and we will put more focus on this in future iterations to convert the currently used "broadband heal-everything"-item approach to a more logical and specialized gameplay where certain medicals have their own purpose not shared with others. And - very important! - without making it a grind in terms of getting the ingredients needed!

    Said that, to make sure you are not overwhelmed with having to search for rare ingredients on far away planets, we plan to change what and how plants and deco drops the needed stuff. This also will contribute to a changed food-template system.

    We'll detail how this works in one of the next blogs - as soon as this is technically implemented and tested. ;)

    Last but not least, here are some previews of the visuals improvements that will be waiting for you in Alpha 8 such as a brandnew terrain shader with amazing blending capabilities between textures, major update of decoration placement & quality & performance and much more...
    [​IMG] [​IMG]

    Any questions? Do not hesitate and write us in the comments!

    Have a great weekend!

    Empyrion Dev Team

    PS: Look who is back again and might play a role in the upcoming story missions ;)
    (thanks to LiftPizzas for the refurbish!)
    Robin, ion_storm, shakudo and 62 others like this.
  2. SilvRav

    SilvRav Moderator

    • Moderator
    Jan 13, 2017
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    whistle whistle whisle :D:cool:
  3. Captain Jack II

    Captain Jack II Rear Admiral

    Nov 1, 2016
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    Can you feel the love?
    ion_storm, Sofianinho, Slimer and 4 others like this.

    FUE DENIS Commander

    Sep 15, 2015
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    Bien, bien
    Mais pour quand!!? :cool:
    Watcher330 and Jenniphurr like this.
  5. Dandere

    Dandere Commander

    Dec 16, 2017
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    As a physician, I'm loving the new status effect relationships. I am also excited about the suggestion that it might be possible in the future to start with nothing besides your suit and start building.

    Suggestion: Requiring a large number of meds for the different status aliments is realistic and cool, but how about a "doctor's bag" item that can hold a large number of different meds that can be used, automatically subtracting the medication needed, rather than filling your inventory with an entire pharmacy?
  6. eLLe

    eLLe Captain

    Jun 17, 2017
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    I overheat and disappear in anticipation when everything will be ready for the experimental phase.
    Lhetre, Slimer, Arrclyde and 6 others like this.
  7. Jenniphurr

    Jenniphurr Captain

    Dec 12, 2015
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    Looking forward to the planet generator!

    Also can that pool of random names have a planet named "Dave"?
  8. Kane Hart

    Kane Hart Administrator

    • Administrator
    Oct 20, 2014
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    Woot it's finally here ;) Not so Valve time too quick ;)
    Marty, stubert812, TK85 and 1 other person like this.
  9. geostar1024

    geostar1024 Rear Admiral

    Jan 24, 2016
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    Heh, well, look at that! Presumably this will become a new target in the config file, too.
  10. Robot Shark

    Robot Shark Rear Admiral

    Jul 3, 2016
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    A true joy to read, I have been waiting for this for a long time.

    I would die laughing if I found planet Bob.
    Track Driver, Slimer, TK85 and 2 others like this.
  11. zappe21

    zappe21 Ensign

    Sep 26, 2015
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    It all looks great and so on. But can you intead please have smaller updates with more regularity. 3 months / update is perfect in tha gaming comunity. Taking 6 month for 7 to go to 8 is just to much. Make a smaller 8 and go on to 9 instead. Still there are so many bugg and small fixes thgat needs to be taken care of instead of going for bigger planets and more things to bug everything out again.
    Keith Hovey and The Purple Tail like this.
  12. polochom

    polochom Lieutenant

    Sep 26, 2016
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    Modsognor, TK85 and spacefarmer like this.
  13. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    • Developer
    Jun 15, 2015
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    There have been a lot of .x versions in between ;)
  14. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

    Sep 8, 2017
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    question: will there be more bulding blocks on 8.0 release like deco, shapes, weapons, etc?
  15. ded6moroz

    ded6moroz Lieutenant

    Sep 2, 2016
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    I can't wait to "touch and fill" all new features! By the way, is there going to be some underwater vessels? Or dry and oxygenated underwater base? Because right now there is no chance to use such a large space for building or exploration. I'm waiting for it since Alpha 6, when all vessels became "floating".
    TK85, spacefarmer and Tyrax Lightning like this.
  16. Cleff

    Cleff Captain

    Mar 23, 2017
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    Niiiiice. This is quite exciting; I especially like the thought and care being put into adverse status effects and how they will balance with medical supplies and also crafting templates. Eleon your mind is on the right track with balancing availability of resources and progressing severity of survival ailments, and I believe you are the ones to pull it off properly!

    I know this may not fit in anytime soon, but what if we could have a more specialized "Backpack Slot" on our armor suits (and sometimes internal/regular exterior outfits) that would allow you to do more specialized things out in the field. For instance, instead of everyone always having a basic suit constructor, make that suit constructor a backpack component that will let you craft things on the go. But if crafting isn't your mission's goal maybe you would rather take a medical backpack with you that allows you to create chemicals and vials of potent medicines in the field instead. Other backpack designs could be for extra storage, scanning for lifeforms/materials, enhanced construction/repair abilities, or something mining related. Possibilities are endless but the main concept behind this is to further specialize the suit for the job at hand and if you are not equipped properly you will have a sticky situation to get out of (good preparation and survival gameplay). It could be especially fun with multiple players in Coop or PvP where different people are specialized in different roles in the squad. This is different than simple stat boosters, by the way.
    This is awesome, we've all been wanting this for a while now. Great start and thank you!
  17. Ephoie

    Ephoie Captain

    Jan 27, 2018
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    Curious if we can expect the water dynamics to improve on this patch?
    Underwater POIs anyone? Underwater locations that can have Air Filled rooms?
    Cave systems? Call me crazy, but these would be major game improvements.

    While I am here.... Can we not get a hotkey setup for our custom signals and group switches? Doesn't that make more sense than opening your console to adjust one function.... like say shields or turrets? hoping not to crash or get blasted in the meanwhile? Call me crazy again, but these seem like things to address that would clear up the game's playing dynamics, and allow for intuitive flow of an experience.
  18. geostar1024

    geostar1024 Rear Admiral

    Jan 24, 2016
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    Indeed. Let us bind CTRL+<NUM> to the custom signal and group switches, and there'd be a lot of happy players out there.
  19. Zuleica

    Zuleica Rear Admiral

    Sep 24, 2016
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    Are you going to *finally* get the following sensor issues fixed as you mentioned around 6.0?
    1. Light beam and touch plate sensors only work on SV/HVs if the player is sitting in them. The SV/HV goes 'invisible' and 'massless' once the player leaves and the sensor reverts to OFF.
    2. Light beam, touch plate, and motion sensors mounted on BAs do not respond to CVs, nor when mounted on CVs respond to other CVs or BAs.
    TK85, Ephoie and Tyrax Lightning like this.
  20. NovaXP

    NovaXP Lieutenant

    Oct 7, 2015
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    I'm interested in performance aspect. If I remember correctly, vehicle speeds are currently capped as they are now so the player doesn't fly faster than the terrain can load. Could improving the terrain's performance possibly lead to faster load times for planets, which in turn means faster top speeds for ships?
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