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Chris here! By any sane metric I can think of, AI War 2 shouldn't exist. And yet it's more than I ever imagined it could be.
When we first set out to make this game three years ago, it was far less ambitious. Even that was going to be really hard. Somehow, in the process of falling down the stairs over and over again during this period, we wound up with a game that seems to be superior to the original.
This game shouldn't exist, but it does, and I'm both proud and stunned.
It's been quite a saga, if you've followed along all this time. All that extra time paid off!
At this point we have what fans have nearly-universally hailed as a worthy successor to the original classic. We still have plenty more to do prior to 1.0 in Q2 of 2019, but the game is ready to play now and we hope you'll come enjoy it and give us further feedback.
Pick up the game now for 10% off!
Okay, wow. It's been a busy couple of days figuring some things out. Thanks for your patience during this time. Things are slightly different than I had expected, but the current setup should let people get the exact result they want. You will need to request the refund yourself, though, which is different from what I originally said -- I do apologize about that, but see below for the skinny on why that is.
Okay, wow. It's been a busy couple of days figuring some things out. Thanks for your patience during this time. Things are slightly different than I had expected, but the current setupshould let people get the exact result they want. You will need to request the refund yourself, though, which is different from what I originally said -- I do apologize about that, but see below for the skinny on why that is.
First up: as promised, Alpha 16 is now out. This includes fixes, improved and extended AI, a new robot, and a minimap.
In A Nutshell, What's Up?
I'm going to give all the customers of In Case of Emergency, Release Raptor a full refund and let them keep the game, then take the game off sale. The game is selling extremely poorly, even below what happened with Starward Rogue.
Isn't Part Of Early Access "Don't Make A Game You Rely On EA Sales For?"
Yes, this is very true. However, I stated upfront that our reason for doing EA with this game was partly as a market survey of sorts. I felt like that would be a way of determining how big this game could get. With Starward Rogue, and indeed some of our other past commercial failures, we put in everything and the kitchen sink and then there wasn't a market there.
I never expected that one option even on the table with this one would be "actually don't do it at all," because the premise is incredibly exciting to me and seemed like something other people would also be very interested in. But just from the concept alone, we have a lot of pushback from press; and despite some quite positive coverage from some reasonably biggish youtubers, that isn't moving the needle at all.
We don't need Release Raptor to be our sole source of income, or even our largest one. However, if it's going to be our largest expense it also has to vaguely earn its keep or at least show the promise that it will someday do so. That's what is missing here.
Why Not Just Build Out A Stripped-Down Version 1.0 That Is Worth $5?
I honestly don't think there's any way that a lot of people wouldn't be left grumbling at that. I personally will also lose far more money trying to do that than I already am, and probably some of what little staff we have left would have to be released. It's just far, far too risky. I'd rather be known for honorably pulling a game than slapping a 1.0 sticker on something -- whether or not that experience is worth $5 or not, we both know the perception would be there.
So Are You Untrustworthy, Or What?
The immediate idea is probably to think "wow they delayed it a ton and then are possibly canceling it right after it comes into EA?"
My response to that is that this is exactly how you want a game company to comport itself. I held back the game while I didn't feel like there was enough there for other people to catch the vision I have for what it would turn into. I'm not going to take anybody's money and run; in fact, I'm going to eat a big fat loss out of it and you get a free game if you bought it.
You can certainly argue that I have overreached or have at least misjudged the market in several instances, but I'm not going to sell you a turd and call it ice cream.
Is Release Raptor A Bad Game?
I certainly don't think so, in any form. I play it, and it gives me a feeling of joy. I just love going through and doing things with the raptor. It has an elemental fun factor to it that myself and a number of other people have reacted well to. I thought that it would be enough to provide this, and then the promise of more enemies and tactics and whatnot (sheesh that's what we're known for, people ought to have some faith in THAT bit if nothing else).
That said, people have different degrees of warm feelings toward the controls. That doesn't help. People have different reactions to the environments. Etc.
Was This Just Youtuber Bait?
No. This is a project that I freaking love, and that is based around my favorite animal (velociraptors). It's something I very, very much wanted to see happen.
That said, I won't deny that the idea of a game that appealed to a larger audience and more easily picked up video views was an attractive one. I even considered calling this "Raptor Simulator," to the dismay of my staff.
This was never intended to be like Goat Simulator (which I've never played, but my understanding is that it's a silly bug-fest just centered around messing about and not doing anything). I figured we might be able to pick up some of the Goat Simulator crowd since you CAN come in here and just mess about, but what I didn't realize was that this would create a stigma that would lead people to then to think it's more vapid than it is.
Which, launching with less content in terms of enemies and tactical situations than I would like, only reinforced that perception I suppose. "There's not enough to do" is probably the number one complaint, and I thought I had made that clear enough from the start. And we've been managing daily updates with substantial new content, which I think is pretty darn impressive.
Then plan was to put out more content in a month than most other EA games put out in a year, and just keep on trucking with it. We've done it before with other games, multiple times, and it's something we were well geared-up to do this time, too.
What Went Wrong?
I... am not entirely sure, honestly. People's perception of this was not matching up to what it was, partly. Also I suppose I should have made more grandiose claims and been mysterious and vague instead of transparent and clear. It's way more exciting when you don't know what's going on and "it could be anything -- it could be EVERYTHING!!"
I'm all for enthusiasm, but hype is not something I really like. We had a lot of hype for A Valley Without Wind, and that burned the company and myself in some fairly profound ways. So I'm really wary of hype; that was our one game that had it, and it was distinctly unpleasant. Well, okay: I guess there's also hype around Stars Beyond Reach at the moment, which is another project of ours that I refuse to release yet because I don't think it's good enough yet.
Ultimately I don't think it can be blamed on any one thing. I do know that in the past -- going back to 2014 with the release of The Last Federation, and then everything before it -- we made almost all of our sales via Steam and people finding our stuff on Steam. We'd see a bump in sales for a few hours after a Kotaku piece or a Total Biscuit video, and literally no other website or youtuber made any bump that we could discern.
Being on the front page of Steam was the big thing. We've had one title in the past that have reached the #6 top seller spot on Steam as a whole (IIRC it was The Last Federation), and multiple titles that have hit the top 10 sellers on Steam as a whole (even A Valley Without Wind).
It used to be super concerning if we weren't in the top 20 bestsellers on Steam for at least a day or two, and when we dropped down into the 60s on overall game sales it was basically game over until the next discount promotion. Discount promotions, even as recently as 2015, had more weight behind them, too. The lack of gamification of recent seasonal sales has been bad for the small developers, in my opinion.
Overall the market is more crowded now, and gaining visibility is harder. We tried advertising this time, but we literally spent more money today on advertising than the game made. Win!! So this is some sort of New Market now, anyhow, with something approaching the App Store effect that we've seen on Apple devices. I was incredibly paranoid that would happen going all the way back to 2009, and then I gradually got less worried about it, and now here we are. How many indie developers do you know of who have made more than one or two games at this point? That's a bit scary to think about.
It's not all doom and gloom in the market, obviously: in some ways, opportunities are larger now than they ever were. And it's certainly a better market now than in mid-2009 when I first started out with AI War. So it's certainly not all market forces, and I don't mean to imply that.
At the end of the day, for whatever combination of reasons, this doesn't seem to be the right game at the right time. Might we pick this project back up in the future? I'd like to think so. As I said, this is a personal passion of mine (raptors), not some Goat Simulator knockoff to me. But such is life.
What Next, Then?
One of my core conclusions from this, despite how much I have tried to defy this my entire career as a game developer, is that folks pretty much just want strategy games from me/us. This is not all I want to do! I want to make games where you shoot things, and games where you're a raptor, and all sorts of other things! I have varied interests and tastes, and I don't want to do one thing for the rest of my life.
That said, given the choice between leaving the industry and making strategy games, the choice there is freaking obvious. I absolutely love making games, despite the many negative sides to it. So that's what we'll do: we'll make you another strategy game.
Specifically, we'll go back to the game that is still our top seller, AI War: Fleet Command, and we're going to do a proper updated sequel. But at this point I can't afford to do half a year or a year of development "on spec" to then find out if you're interested or not. So we'll likely run a Kickstarter for this, as much as I've avoided Kickstarters and never wanted to do one. And if that doesn't work out in a way that feels financially safe, then there are some other options on the table, too.
At any rate, people have been clamoring for this for years: an AI War sequel with a better UI, better performance, better networking, better graphics, moddability, and so on. We're now in a position where we know how to do all those things, and goodness knows we know how to make AI War better than we know how to make anything else under the sun. That's our freaking bread and butter right there.
I suppose there will be some people who are thinking "yay, end of the stupid raptor game, and we get the AI War sequel that has been quietly talked about for a year or so now!" And if that's how you feel, fine. But you were going to get that anyway, and I just wish that I also got to make this raptor game to go along with it.
Be Wary Of Knee-Jerk Reactions
It's very tempting for me to blame the state of the market, or whatever other external forces. Really it was a combination of things. So I have to be pretty careful of not giving in to negative emotions on my side.
On the other end, as an outside observer I hope that you also look at this for what it really is, and not the knee-jerk reaction that you might have. I am the Anti-Sean (cough). I will treat you fairly, communicate clearly and often, release frequent substantial updates (just look at our history), and try to over-deliver. This is what you want.
In an ideal world nobody ever makes a mistake. In the actual world, we have to think about how we want people to behave when mistakes inevitably do happen. I am sorry this had to happen, though. I wish it would magically change, but we're well past that point I think. I want to take a moment to thank everyone that did support the project, though -- it really meant a heck of a lot to me.
Very Best,
Chris
Click here for the official forum thread on this post.
First up: as promised, Alpha 16 is now out. This includes fixes, improved and extended AI, a new robot, and a minimap.
In A Nutshell, What's Up?
I'm going to giveall the customers of In Case of Emergency, Release Raptor a full refund and letthem keep the game, then take the game off sale. The game is selling extremely poorly, even below what happened with Starward Rogue.
Isn't Part Of Early Access "Don't Make A Game You Rely On EA Sales For?"
Yes, this is very true. However, I stated upfront that our reason for doing EA with this game was partly as a market survey of sorts. I felt like that would be a way of determining how big this game could get. With Starward Rogue, and indeed some of our other past commercial failures, we put in everything and the kitchen sink and then there wasn't a market there.
I never expected that one option even on the table with this one would be "actually don't do it at all," because the premise is incredibly exciting to me and seemed like something other people would also be very interested in. But just from the concept alone, we have a lot of pushback from press; and despite some quite positive coverage from some reasonably biggish youtubers, that isn't moving the needle at all.
We don't need Release Raptor to be our sole source of income, or even our largest one. However, if it's going to be our largest expense it also has to vaguely earn its keep or at least show the promise that it will someday do so. That's what is missing here.
Why Not Just Build Out A Stripped-Down Version 1.0 That Is Worth $5?
I honestly don't think there's any way that a lot of people wouldn't be left grumbling at that. I personally will also lose far more money trying to do that than I already am, and probably some of what little staff we have left would have to be released. It's just far, far too risky. I'd rather be known for honorably pulling a game than slapping a 1.0 sticker on something -- whether or not that experience is worth $5 or not, we both know the perception would be there.
So Are You Untrustworthy, Or What?
The immediate ideais probably to think "wow they delayed it a ton and then are possibly canceling it right after it comes into EA?"
My response to that is that this is exactly how you want a game company to comport itself. I held back the game while I didn't feel like there was enough there for other people to catch the vision I have for what it would turn into. I'm not going to take anybody's money and run; in fact, I'm going to eat a big fat loss out of it and you get a free game if you bought it.
You can certainly argue that I have overreachedor have at least misjudged the market in several instances, but I'm not going to sell you a turd and call it ice cream.
Is Release Raptor A Bad Game?
I certainly don't think so, in any form. I play it, and it gives me a feeling of joy. I just love going through and doing things with the raptor. It has an elemental fun factor to it that myself and a number of other people have reacted well to. I thought that it would be enough to provide this, and then the promise of more enemies and tactics and whatnot (sheesh that's what we're known for, people ought to have some faith in THAT bit if nothing else).
That said, people have different degrees of warm feelings toward the controls. That doesn't help. People have different reactions to the environments. Etc.
Was This Just Youtuber Bait?
No. This is a project that I freaking love, and that is based around my favorite animal (velociraptors). It's something I very, very much wanted to see happen.
That said, I won't deny that the idea of a game that appealed to a larger audience and more easily picked up video views was an attractive one. I even considered calling this "Raptor Simulator," to the dismay of my staff.
This was never intended to be like Goat Simulator (which I've never played, but my understanding is that it's a silly bug-fest just centered around messing about and not doing anything). I figured we might be able to pick up some of the Goat Simulator crowd since you CAN come in here and just mess about, but what I didn't realize was that this would create a stigma that would lead people to then to think it's more vapid than it is.
Which, launching with less content in terms of enemies and tactical situations than I would like, only reinforced that perception I suppose. "There's not enough to do" is probably the number one complaint, and I thought I had made that clear enough from the start. And we've been managing daily updates with substantial new content, which I think is pretty darn impressive.
Then plan was to put out more content in a month than most other EA games put out in a year, and just keep on trucking with it. We've done it before with other games, multiple times, and it's something we were well geared-up to do this time, too.
What Went Wrong?
I... am not entirely sure, honestly. People's perception of this was not matching up to what it was, partly. Also I suppose I should have made more grandiose claims and been mysterious and vague instead of transparent and clear. It's way more exciting when you don't know what's going on and "it could be anything -- it could be EVERYTHING!!"
I'm all for enthusiasm, but hype is not something I really like. We had a lot of hype for A Valley Without Wind, and that burned the company and myself in some fairly profound ways. So I'm really wary of hype; that was our one game that had it, and it was distinctly unpleasant. Well, okay: I guess there's also hype around Stars Beyond Reach at the moment, which is another project of ours that I refuse to release yet because I don't think it's good enough yet.
Ultimately I don't think it can be blamed on any one thing. I do know that in the past--going back to 2014 with the release of The Last Federation, and then everything before it -- we made almost all of our sales via Steam and people finding our stuff on Steam. We'd see a bump in sales for a few hours after a Kotaku piece or a Total Biscuit video, and literally no other website or youtuber made any bump that we could discern.
Being on the front page of Steam was the big thing. We've had one titlein the past that have reached the #6 top seller spot on Steam as a whole (IIRC it was The Last Federation), and multiple titles that have hit the top 10 sellers on Steam as a whole (even A Valley Without Wind).
It used to be super concerning if we weren't in the top 20 bestsellers on Steam for at least a day or two, and when we dropped down into the 60s on overall game sales it was basically game over until the next discount promotion. Discount promotions, even as recently as 2015, had more weight behind them, too. The lack of gamification of recent seasonal sales has been bad for the small developers, in my opinion.
Overall the market is more crowded now, and gaining visibility is harder. We tried advertising this time, but we literally spent more money today on advertising than the game made. Win!! So this is some sort of New Market now, anyhow, with something approaching the App Store effect that we've seen on Apple devices. I was incredibly paranoid that would happen going all the way back to 2009, and then I gradually got less worried about it, and now here we are. How many indie developers do you know of who have made more than one or two games at this point? That's a bit scary to think about.
It's not all doom and gloom in the market, obviously: in some ways, opportunities are larger now than they ever were. And it'scertainly a better market now than in mid-2009 when I first started out with AI War. So it's certainly not all market forces, and I don't mean to imply that.
At the end of the day, for whatever combination of reasons, this doesn't seem to be the right game at the right time. Might we pick this project back up in the future? I'd like to think so. As I said, this is a personal passion of mine (raptors), not some Goat Simulator knockoff to me. But such is life.
What Next, Then?
One of my core conclusions from this, despite how much I have tried to defy this my entire career as a game developer, is that folks pretty much just want strategy games from me/us. This is not all I want to do! I want to make games where you shoot things, and games where you're a raptor, and all sorts of other things! I have varied interests and tastes, and I don't want to do one thing for the rest of my life.
That said, given the choice between leaving the industry and making strategy games, the choice there is freaking obvious. I absolutely love making games, despite the many negative sides to it. So that's what we'll do: we'll make you another strategy game.
Specifically, we'll go back to the game that is still our top seller, AI War: Fleet Command, and we're going to do a proper updated sequel. But at this point I can't afford to do half a year or a year of development "on spec" to then find out if you're interested or not. So we'll likely run a Kickstarter for this, as much as I've avoided Kickstarters and never wanted to do one. And if that doesn't work out in a way that feels financially safe, then there are some other options on the table, too.
At any rate, people have been clamoring for this for years: an AI War sequel with a better UI, better performance, better networking, better graphics, moddability, and so on. We're now in a position where we know how to do all those things, and goodness knows we know how to make AI War better than we know how to make anything else under the sun. That's our freaking bread and butter right there.
I suppose there will be some people who are thinking "yay, end of the stupid raptor game, and we get the AI War sequel that has been quietly talked about for a year or so now!" And if that's how you feel, fine. But you were going to get that anyway, and I just wish that Ialso got to makethis raptor game to go along with it.
Be Wary Of Knee-Jerk Reactions
It's very tempting for me to blame the state of the market, or whatever other external forces. Really it was a combination of things. So I have to be pretty careful of not giving in to negative emotions on my side.
On the other end, as an outside observer I hope that you also look at this for what it really is, and not the knee-jerk reaction that you might have. I am the Anti-Sean (cough). I will treat you fairly, communicate clearly and often, release frequent substantial updates (just look at our history), and try to over-deliver. This is what you want.
In an ideal world nobody ever makes a mistake. In the actual world, we have to think about how we want people to behave when mistakes inevitably do happen. I am sorry this had to happen, though. I wish it would magically change, but we're well past that point I think. I want to take a moment to thank everyone that did support the project, though -- it really meant a heck of a lot to me.
Very Best,
Chris
Click here for the official forum threadon this post.
Here are the release notes!
Okay, so first of all I want to apologize for not having the minimap in here or any new robots, which were things I'd said I was going to do today. We do have some new rooms for you, though, and some various tweaks and fixes to a number of other rooms.
The bulk of today's coding time was instead spent on refining the controls for the raptor and giving you some more options on tuning things there. This was probably the largest complaint about the content that is actually in the game at the moment. Some folks had some really good points about specific issues on reddit and the Steam forums, so I decided to switch gears and focus on those elements today rather than the minimap et al. Those will be tomorrow instead!
There are also some bugfixes in here, and some updates to add new goodies into the level editor. You can use those if you like (the level editor is part of the game), but mainly those are for Blue so that she can create some new goodies for you coming up. Cinth added some really awesome arches for ceilings that he modeled and got to a reasonable polycount with painstaking effort, so we're all quite pleased about these getting in there. He actually had those done late last week, and I just ran out of time to actually get them into the level editor palette.
Anyhow, so that's Day 1 of us actually having the game out. There will be another build tomorrow, and then most likely one on Sunday. Saturday is my son's 6th birthday party, so I'm going to be completely absent that day. In case you ever run into problems with a new build, I always put up a beta build calls "lastknowngood" in steam, so you can revert to that if a new build is temporarily causing you problems and I'm unavailable to fix it for whatever reason.
Thanks to everyone for their support and suggestions!
Chris
Click here for the official forum thread on this post.
Here are the release notes!
Okay, so first of all I want to apologize for not having the minimap in here or any new robots, which were things I'd said I was going to do today. We do have some new rooms for you, though, and some various tweaks and fixes to a number of other rooms.
The bulk of today's coding time was instead spent on refining the controls for the raptor and giving you some more options on tuning things there. This was probably the largest complaint about the content that is actually in the game at the moment.Some folks had some really good points about specific issues on reddit and the Steam forums, so I decided to switch gears and focus on those elements today rather than the minimap et al. Those will be tomorrow instead!
There are also some bugfixes in here, and some updates to add new goodies into the level editor. You can use those if you like (the level editor is part of the game), but mainly those are for Blue so that she can create some new goodies for you coming up. Cinth added some really awesome arches for ceilings that he modeled and got to a reasonable polycount with painstaking effort, so we're all quite pleased about these getting in there. He actually had those done late last week, and I just ran out of time to actually get them into the level editor palette.
Anyhow, so that's Day 1 of us actually having the game out. There will be another build tomorrow, and then most likely one on Sunday. Saturday is my son's 6th birthday party, so I'm going to be completely absent that day. In case you ever run into problems with a new build, I always put up a beta build calls "lastknowngood" in steam, so you can revert to that if a new build is temporarily causing you problems and I'm unavailable to fix it for whatever reason.
Thanks to everyone for their support and suggestions!
Chris
Click here for the official forum threadon this post.
https://youtu.be/2l4XISfQFbU
So... many... puns possible. I look forward to seeing what the press come up with (as long as it's not along the lines of No Man Buy, heh).
At any rate, today has been really hectic and I had to push the release back by one hour so that I could finish getting the video and screenshots up and everything. And that was even with Cinth doing basically everyone on the screenshots.
I really want to give a huge thanks to everyone who has been such a big help on this game: Blue, Keith, Cinth, Craig, Pablo, and Misery in particular. But there have been so many other people as well, including in particular garpu and jerith, and I'm sure I'm forgetting some folks, for which I apologize. And that's not even mentioning the recent raft of testers, who are all thanked on the release notes page.
All righty. Speaking of release notes, I'm calling this first build for EA "Alpha 14," because it follows 13 pre-EA demos. That's on a new release notes page for during EA, since the pre-EA page was pretty darn huge by now.
Suffice it to say, the release notes for Alpha 14 itself are pretty pathetically thin. It's just been one of those days where a ton of other stuff sucked up the time; that shouldn't be the case tomorrow or the next day, since the big time-sinks today were store-related things and creating the above trailer and so on.
I was up super late last night, so I'm going to actually take off at 5pm today rather than working into the night. My son really really wants me to push him on the swings in about 10 minutes, too, so there's also that. He's really excited that this is out now, and that hopefully I won't need to be working weekends constantly again for a while. :)
Anyhow, I just wanted to say thank you again to everyone, and I hope you enjoy the game. And I'll have more updates for you tomorrow!
Best,
Chris
Click here for the official forum thread on this post.
https://youtu.be/2l4XISfQFbU
So... many... puns possible. I look forward to seeing what the press come up with (as long as it's not along the lines of No Man Buy, heh).
At any rate, today has been really hectic and I had to push the release back by one hour so that I could finish getting the video and screenshots up and everything. And that was even with Cinth doing basically everyone on the screenshots.
I really want to give a huge thanks to everyone who has been such a big help on this game: Blue, Keith, Cinth, Craig, Pablo, and Misery in particular. But there have been so many other people as well, including in particular garpu and jerith, and I'm sure I'm forgetting some folks, for which I apologize. And that's not even mentioning the recent raft of testers, who are all thanked on the release notes page.
All righty. Speaking of release notes, I'm calling this first build for EA "Alpha 14," because it follows 13 pre-EA demos. That's on a new release notes pagefor during EA, since the pre-EA page was pretty darn huge by now.
Suffice it to say, the release notes for Alpha 14 itself are pretty pathetically thin. It's just been one of those days where a ton of other stuff sucked up the time; that shouldn't be the case tomorrow or the next day, since the big time-sinks today were store-related things and creating the above trailer and so on.
I was up super late last night, so I'm going to actually take off at 5pm today rather than working into the night. My son really really wants me to push him on the swings in about 10 minutes, too, so there's also that. He's really excited that this is out now, and that hopefully I won't need to be working weekends constantly again for a while. :)
Anyhow, I just wanted to say thank you again to everyone, and I hope you enjoy the game. And I'll have more updates for you tomorrow!
Best,
Chris
Click here for the official forum threadon this post.
Release Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy.
Tomorrow is our release into Early Access, and while we haven't been able to do everything I had hoped by this point, we have done a lot of things that I hadn't expected to get to, so I guess it balances out. I'm really proud of the current state of the game, and it's going to grow rapidly over the next days -- not to mention weeks.
The performance of the procedurally generated levels is just on a whole other level compared to even earlier today, and I'm very excited about that. Visually I think it looks better, too, and that's only going to get better as I get more IES-based light cookies in there. Right now there are still some cases where we can get some ugly light bleed through walls thanks to changes made today, but that's relatively minor and something that we'll fix as we find them. I think all the most obvious cases have already been found, but we shall see.
In other news, I thought I'd share a series of screenshots from one of my test runs today. Note that I wasn't exactly playing strategically, I was more having a fun rampage, heh -- so I took a looot of hits.
I didn't take a screenshot from very early in my run, when I was at the airdrop site in the alley. However, this was the first hall in the first building I went into:
I continued around for a while and explored a few apartments, then went out into an alley between this building and the next. Cicadabots were... everywhere. RUN, FOOL!
I leapt up one fire escape and then wound my way up the other one using it as cover from their scouring attacks. I didn't bother destroying them much, because they don't shield Father Brain by being alerted. I think I did stop to leap off the fire escape and kill a couple of easy targets in them just because, though. ;)
In the next building I broke a lot of stuff and just kind of took out some aggression on a pair of apartments. There was a hole in the floor of one leading down into another, and what you see below is a lot of the wreckage left from my passage. Well, a little of it. ;)
Next up was another building on, getting into an industrial section next to these two apartment buildings. This giant room is meant to be a miniboss room, but we don't have any minibosses yet (sheepish grin). I was hoping to get one in today, but didn't have time because of all the other stuff that you see in those two release note lists.
THAT said, holy smokes the Cicadabots made it so that no miniboss was needed. That was unexpectedly intense (there were more than you can see in this one shot).
Unlike a regular miniboss, I didn't have to actually fight these (well, if I didn't sneak past the miniboss). But I chose to, just for fun (or spite?).
I can't express how badass I felt at the moment there looking around the room. I felt like a raptor had wandered into Portal and just wrecked everything.
I went through a few more industrial areas (no sewers in this particular run, it turned out), and then came into the lab at the end of the level. I was careless coming into the atrium of it, and a couple of Cicadabots jumped me.
I only took one hit, though! I freaked myself out a little bit, though, because after killing them their bodies were still there and kind of propped up, and I was paranoid that they were still alive. So I jumped on one and it kind of rolled around lifelessly, and I couldn't help but giggle a bit.
This is what Father Brain looks like when his shields are up. And I'm about to get blasted in the face trying to take a screenshot of it, naturally. There were turrets and yet more Cicadabots all up in here; fortunately no Beetleclefts hiding in the corner, though (or as Misery termed them, "those abominable green things.")
The shield is a really fun thing, because you can actually use it as a defense for yourself, too, heh. You can run up and down the big dome of it, and it blocks enemy shots. So you can hide on one side of the bubble, then pop over and get the enemies, etc. Father Brain taunts you mercilessly if you mess with his bubble too much, but still.
Yeah, so I got shot a LOT there. It was my own stupid fault, mostly from doing screenshots and not playing smart in general. I should have used the bubble more to my advantage. But now everyone else is dead except Father Brain and myself, and he's utterly defenseless.
You have to destroy the various parts of him in sequence (the five blue wires, then the five red wires, then the outer ring riser, then the outer glass, then the inner glass, then the core and you win). I made it extremely fun to do it quickly if you learn the sequence and run and smash as you go. I can get him down in under ten seconds, which just feels awesome because of all the explosions from him.
If you take it more slowly and everything isn't fire and death, then you can hear him call for help, beg, and try and trick you into leaving. I wrote those lines, but I remember when Ben and I were recording them I hit a point where we were both laughing with it and going "man that's DARK."
Actually the poor shield generator (not yet in the game) is way darker, but hey. When Craig was working on some of the audio for the shield generator, he said "is there a way I can not kill that guy and just have him be my buddy or something?" He won't be your buddy, but if you can avoid him and the things he's shielding, then you can at least spare him. (He never ASKED to be a shield generator. He's on your side! Etc. Those aren't the dark ones, obviously.)
Needless to say, this particular time I went for the kill with speed and couldn't even hear what Father Brain manged to get out before he went permanently offline. Another area secure! :D
---
And with that I'm going to close it out for the night, given that it's 2:30am.
Tomorrow morning I'm going to have to focus on getting a new trailer up as soon as possible, but Cinth is helping with taking new screenshots for the store, which I really appreciate. I want to get the minimap in there if at all possible after that, and then whatever other bugs pop up overnight, if they are blocking.
And then, aside from whatever new reports, it's on to more good stuff -- more enemies and locales and so on! I've enjoyed this polish pass, but we've had a lot of such passes (as the release notes show), and getting to focus on content more will be a nice change of pace. Fortunately Blue has been cranking out the locations to play in. She has this cool new rooftop scene that hopefully will be fully ready tomorrow; it's almost there as it is.
All right, goodnight. As you can tell, I'm in a good mood. :)
Cheers!
Chris
Click here for the official forum thread on this post.
Release Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy.
Tomorrow is our release into Early Access, and while we haven't been able to do everything I had hoped by this point, we have done a lot of things that I hadn't expected to get to, so I guess it balances out. I'm really proud of the current state of the game, and it's going to grow rapidly over the next days -- not to mention weeks.
The performance of the procedurally generated levels is just on a whole other level compared to even earlier today, and I'm very excited about that. Visually I think it looks better, too, and that's only going to get better as I get more IES-based light cookies in there. Right now there are still some cases where we can get some ugly light bleed through walls thanks to changes made today, but that's relatively minor and something that we'll fix as we find them. I think all the most obvious cases have already been found, but we shall see.
In other news, I thought I'd share a series of screenshots from one of my test runs today. Note that I wasn't exactly playing strategically, I was more having a fun rampage, heh -- so I took a looot of hits.
I didn't take a screenshot from very early in my run, when I was at the airdrop site in the alley. However, this was the first hall in the first building I went into:
I continued around for a while and explored a few apartments, then went out into an alley between this building and the next. Cicadabots were... everywhere. RUN, FOOL!
I leapt up one fire escape and then wound my way up the other one using it as cover from their scouring attacks. I didn't bother destroying them much,because they don't shield Father Brain by being alerted. I think I did stop to leap off the fire escape and kill a couple of easy targets in them just because, though. ;)
In the next building I broke a lot of stuff and just kind of took out some aggression on a pair of apartments. There was a hole in the floor of one leading down into another, and what you see below is a lot of the wreckage left from my passage. Well, a little of it. ;)
Next up was another building on, getting into an industrial section next to these two apartment buildings. This giant room is meant to be a miniboss room, but we don't have any minibosses yet (sheepish grin). I was hoping to get one in today, but didn't have time because of all the other stuff that you see in those two release note lists.
THAT said, holy smokes the Cicadabots made it so that no miniboss was needed. That was unexpectedly intense (there were more than you can see in this one shot).
Unlike a regular miniboss, I didn't have to actually fight these (well, if I didn't sneak past the miniboss). But I chose to, just for fun (or spite?).
I can't express how badass I felt at the moment there looking around the room. I felt like a raptor had wandered into Portal and just wrecked everything.
I went through a few more industrial areas (no sewers in this particular run, it turned out), and then came into the lab at the end of the level. I was careless coming into the atrium of it, and a couple of Cicadabots jumped me.
I only took one hit, though! I freaked myself out a little bit, though, because after killing them their bodies were still there and kind of propped up, and I was paranoid that they were still alive. So I jumped on one and it kind of rolled around lifelessly, and I couldn't help but giggle a bit.
This is what Father Brain looks like when his shields are up. And I'm about to get blasted in the face trying to take a screenshot of it, naturally. There were turrets and yet more Cicadabots all up in here; fortunately no Beetleclefts hiding in the corner, though (or as Misery termed them, "those abominable green things.")
The shield is a really fun thing, because you can actually use it as a defense for yourself, too, heh. You can run up and down the big dome of it, and it blocks enemy shots. So you can hide on one side of the bubble, then pop over and get the enemies, etc. Father Brain taunts you mercilessly if you mess with his bubble too much, but still.
Yeah, so I got shot a LOT there. It was my own stupid fault, mostly from doing screenshots and not playing smart in general. I should have used the bubble more to my advantage. But now everyone else is dead except Father Brain and myself, and he's utterly defenseless.
You have to destroy the various parts of him in sequence (the five blue wires, then the five red wires, then the outer ring riser, then the outer glass, then the inner glass, then the core and you win). I made it extremely fun to do it quickly if you learn the sequence and run and smash as you go. I can get him down in under ten seconds, which just feels awesome because of all the explosions from him.
If you take it more slowly and everything isn't fire and death, then you can hear him call for help, beg, and try and trick you into leaving. I wrote those lines, but I remember when Ben and I were recording them I hit a point where we were both laughing with it and going "man that's DARK."
Actually the poor shield generator (not yet in the game) is way darker, but hey. When Craig was working on some of the audio for the shield generator, he said "is there a way I can not kill that guy and just have him be my buddy or something?" He won't be your buddy, but if you can avoid him and the things he's shielding, then you can at least spare him. (He never ASKED to be a shield generator. He's on your side! Etc. Those aren't the dark ones, obviously.)
Needless to say, this particular time I went for the kill with speed and couldn't even hear what Father Brain manged to get out before he went permanently offline. Another area secure! :D
---
And with that I'm going to close it out for the night, given that it's 2:30am.
Tomorrow morning I'm going to have to focus on getting a new trailer up as soon as possible, but Cinth is helping with taking new screenshots for the store, which I really appreciate. I want to get the minimap in there if at all possible after that, and then whatever other bugs pop up overnight, if they are blocking.
And then, aside from whatever new reports, it's on to more good stuff -- more enemies and locales and so on! I've enjoyed this polish pass, but we've had a lot of such passes (as the release notes show), and getting to focus on content more will be a nice change of pace. Fortunately Blue has been cranking out the locations to play in. She has this cool new rooftop scene that hopefully will be fully ready tomorrow; it's almost there as it is.
All right, goodnight. As you can tell, I'm in a good mood. :)
Cheers!
Chris
Click here for the official forum threadon this post.
Here are the release notes. More coming tonight. Thanks to all the testers who are helping us with this! :)
Here are the release notes. More coming tonight. Thanks to all the testers who are helping us with this! :)
Just a brief note now, to let folks that we are (roughly) on schedule for once. It took me about 8 hours longer than I expected, but it didn't push back into a further day, so that's good. ;)
For folks who are doing testing, there's a guide that I ask you read if you don't mind.
If you're curious about the release notes, those are here.
Father Brain and procedural generation (procedural assembly?) are now in place, and that's the big news. Then lots of little annoying things were fixed up prior to putting in new testers, based on my own experiences and those of some of our other testers we already had.
And with that I'm going to close it out for the night. I'm going to be focusing tomorrow on getting the marketing materials and getting any release-blocker issues taken care of, plus getting a few quality of life things in there.
Then on Wednesday if the building isn't on fire then I can focus on more content. Blue will be focusing on more content tomorrow anyhow between fixing a few things anyway, so there will be new places to explore either way. :)
Enjoy a few more screenshots from a run of mine tonight. :)
Cheers!
Chris
Click here for the official forum thread on this post.
Just a brief note now, to let folks that we are (roughly) on schedule for once. It took me about 8 hours longer than I expected, but it didn't push back into a further day, so that's good. ;)
For folks who are doing testing, there's a guide that I ask you read if you don't mind.
If you're curious about the release notes, those are here.
Father Brain and procedural generation (procedural assembly?) are now in place, and that's the big news. Then lots of little annoying things were fixed up prior to putting in new testers, based on my own experiences and those of some of our other testers we already had.
And with that I'm going to close it out for the night. I'm going to be focusing tomorrow on getting the marketing materials and getting any release-blocker issues taken care of, plus getting a few quality of life things in there.
Then on Wednesday if thebuilding isn't on fire then I can focus on more content. Blue will be focusing on more content tomorrow anyhow between fixing a few things anyway, so there will be new places to explore either way. :)
Enjoy a few more screenshots from a run of mine tonight. :)
Cheers!
Chris
Click here for the official forum threadon this post.
We have been very busy. That said, another minor delay. But! This time there is a huuuge silver lining if you just can't wait to get your hands on the game: you CAN get it tomorrow.
Wat?
The current delay is caused by a couple of things, but the need for adequate testing (even for an early access launch) is one of them. There were some severe performance issues in procgen-levels-only that I've ironed out in the past day, and that set me back. It also made me really antsy about wanting more eyeballs on this before we start selling it.
You Can Get A Copy, Tomorrow
So! If you're interested in testing the game, please send an email to arcengames at gmail dot com, and we'll provide a limited number of people copies of the game based on our best guess as to who will give us actual testing feedback based on how they present themselves.
This does mean that you'll get a free copy of the game that will continue to work after we release it. Free stuff, yay!
But, as we've done in the past with testers on other games of ours, our one request is that you do a good-faith effort to actually not just play the game, but also report any bugs or issues you find. Instructions one how to do that will be provided via email, but it's basically just mantis bugtracker reports.
Despite one person having a crash in a video today, I'm pretty confident in the demo levels at this point (they are limited in scope and have been beat to heck and back by press and a few testers we do have and of course our staff). The procgen stuff is a lot more voluminous and has had far fewer eyeballs on it, which is my core concern.
Streamers Get A Copy Tomorrow, Too
We've been hesitating on reaching out to twitch streamers until the procgen stuff is in place, because that's what is needed for them to really be able to do longer-term streaming. That will be ready enough tomorrow, although I shudder to think that some of them may run into some issues like being able to find a hole in a room and jump out of the level and get infinite falling death, or find some other issue that we just need to spend 5 minutes on to fix once we (or someone else) find it.
Having press/streamers and QA running simultaneously is not the ideal, but doing that AND having a launch at the same time is straight-up stupid if you have any alternative. So if you're a streamer and you run into a problem, please let us know if you will, and give us a little extra slack for just two days. ;)
Full Release Into EA On Wednesday The 21st
This last delay will give us a few things:
[olist]
...and I just realized I forgot to update the main menu text to reflect that. Bah! Always something. ;)
Well, as you can see from the release notes, we're getting darn close to being ready.
First of all, I want to do a shout-out to the reddit AMA that we did yesterday. We're still answering questions in there some, even though the AMA is technically over.
I am going to be traveling this afternoon and over the weekend, so will be responding less (if at all) during that time. However, I will try to get to any and all questions by sometime next week if more come in (at the time of this writing all of the questions have been answered, which I'm very pleased about).
Another Delay
Okay, yep, another delay. This time less than a week, though, and there's solid reasoning to believe this will be the last one. So what's up this time, right? Here's the scoop, copy-pastad from the email I sent to staff (we're all virtual, so no office):
Progress has been good, but not quite what it needs to be (mostly on my end). Ultimately it comes down to me being too much a bottleneck for everyone else.
What!? Shouldn't this post be about procedural generation or new robots? ;) That stuff is coming, don't worry. As you can see in the release notes, a lot of work has been done on that. But in the meantime I did want to do a release with a few other things in it.
Volumetric Lighting
First up, we're now using the brand-spanking-new Hx Volumetric Lighting component from Hitbox Team, the folks behind Dustforce and the upcoming Spire. I figure I owe them some shout-outs there, because their work on the volumetric lighting is so freaking fantastic.
It has a moderate impact on framerate, depending on your graphics card. For a lot of lower-end cards you'll need to turn it off. But for folks running on middle-high or high-end rigs, this is something that really takes the game to the next level visually.
This is something I've wanted to do for quite some time, to give more of a sense of atmosphere to the game. However, short of particle effects that can look iffy, and a few light-specific options that usually have iffy performance, there's been no good way to do that until now.
Anyway, so, that's neat. That will make for some nice differences in the next round of videos, so I'm pleased to get that in now.
Obviously this is an effect that is not to be used on every last freaking light in the game -- sometimes it's really nice to have crystal clear areas that just pop with sharpness. Other times you want a slight bit of softness, and other times you want something that's super foggy. The point isn't that we're switching over to deep fog all over the place, but that we now have a greater depth of mood effects we can go for.
The screenshots in this post are really leaning on higher-volumetric views, though, since that's what is new; the non-volumetric views don't look any different. Oh! And if you hate it, you can always turn it completely off. So, as with all things, tune to taste.
Custom Frustrum Culling
Occlusion culling is a complicated subject, particularly in games that are partly or completely procedurally-generated. What it means is not rendering things that the camera can't see. The biggest problem is knowing what is behind other opaque stuff and thus invisible.
Unity has some built-in support, but only for static levels, not procedurally-generated ones. I created my own occlusion culling system that works on procedurally-generated levels, but the levels have to be designed with the occlusion system in mind or else it doesn't work to full effect.
However, there's also a middle-tier of object culling that is based around the "view frustrum." Aka, the view out of your camera based on where it is pointed right now and what your FOV is, etc. Put another way, it's to avoid drawing things that are either offscreen to your side or behind you.
Unity has a built-in way of handling this, too, and I had -- until now -- not bothered to create my own. I'm not in the habit of trying to reinvent the wheel for no reason. However, I found that unity's solution has some really strange issues with false-negatives when the camera gets close to a wall. Basically it would stop drawing certain objects that were straight in front of me once my camera got a bit close to the wall behind it.
Imagine having your head leaning back against a wall, and the wall on the other side of the room in front of you mysteriously disappears. Um... no thanks on that.
Apparently with any of Unity's occlusion culling on at all, it was trying to do a mixture of occlusion culling (what is behind something else should not draw) and frustrum culling (what is out of my view should not draw). And when I got really close to a wall with the camera, it decided "oh hey, you must be on the other side of that wall."
I've known about this for well over a month, and I figured that the solution was to get the camera to stay a bit further from the walls. Turns out... nope! That doesn't work in any way that I can figure out. I thought that it perhaps was related to concave mesh colliders, but nope there too! I was really surprised, because I thought for sure that was the one.
I had turned off unity's occlusion culling a few weeks ago because of the graphical errors it was introducing, but then performance took a big hit and so I turned it back on. Now the graphical errors were getting on my nerves increasingly, so I decided to once again disable their system, and this time come up with my own frustrum culling system.
So I did. It works! No false negatives. It seems to have a very similar performance profile to what unity's system did, but minus the errors. Knock on wood that's what others also experience with it!
Cheers!
Chris
Click here for the official forum thread on this post.
But I do come bearing gifts, at least. Hope you enjoy the screenshots! Additionally, if you want to see what insanity we've been up to lately, then the voluminous release notes might be interesting reading. They give some pretty good insight into what the delays have been.
Here's a TLDR of my four biggest concerns right now:
[olist]
This one isn't too exciting if you're not in the level designer crowd. But the things the level designer crowd will be able to do with this IS exciting, or will be very soon, so there is that. ;) Release notes: https://arcengames.com/mediawiki/index.php?title=Release_Raptor:Pre-Early-Access_Release_Notes#Pre-EA_Demo_8 That said, the lighting system has been overhauled AGAIN. The adaptive lighting stuff was being a surprising pain and didn't feel natural to me. Overall I was not able to get the effects I wanted with dramatic contrast areas AND sufficiently light general areas. So I had to redo a bunch of stuff, and try a lot of things that didn't work, and finally I have something that works. The raptor itself has had some visual upgrades as part of this, in terms of its texture work and having a new custom shader I made for it. More will be done in the future, but for now that's plenty. The raptor is also better about being able to get through small doors without moving around funkily, since she rears back now instead. I'm sure that will be tuned substantially in the future, because it can look slightly goofy at the moment at times, but it's a lot better than before, and sets the basis for fixing the rest of it later. In the meantime, there are bigger fish to fry! The "apartment building" plan has actually grown thanks to ambitious folks on the level design team, and then my own ambition with that. I don't want to spoil anything with that, but some of the level pieces that are there are already pretty incredible, and we have a bunch more planned prior to the EA launch. Getting really close to finally tying a lot of this together now! Oh, and in terms of the new lighting stuff, there are more useful tools for tuning that to your taste now. The ambient light setting from the last release is still here, but the old brightness/contrast settings are gone. Instead you can now set the overall exposure (essentially a form of brightness or gamma), and you can also set the amount of light that is just in the area right around the raptor itself. Using those tools you can actually get a hugely varied set of looks, from things that are very bright and cheerful to very dark and moody. I'm okay with that. :)
Release notes! The time has come for us to start putting those out, so there they are.
Ahem. Now... two steps forward and one step back? Well, the release is slipping again.
This had better be the last time, I swear. I said last time that I wasn't sure it would be possible, and it would depend on if any new things came up. Well, a few things did:
[olist]
* Fixed a rather horrendous bug in an interim windows build that went live last night. The spiders were self-colliding with their own guns and jittering up out of the level and so forth. In the process of fixing this, their physics were made more efficient, so it's not all bad at least! * In the third person, swiping the enemy shots now sends them on a reflected arc again, rather than doing the first-person-style aiming. That was causing a LOT of problems for players in the third person who were zoomed back and playing in certain angles. * Taking multiple hits within 0.9 seconds no longer counts as more than one hit. This way things like the red spiderbot are more likely to make you take a hit, but don't make you take like 12 hits when they get you at close range. * Fixed an oversight where the GPU-heavy Cinematic Temporal Antialiasing was not properly being turned all the way off when it was disabled. This should help a bit with lower-performance graphics cards. * Fixed an issue in some recent version (maybe just the last one?) where in the third person view the raptor being in front of the camera too close was triggering the depth of field effect. Yikes! * Made a number of substantial performance optimizations in various scripts. * Improved the accuracy of the occlusion system at long distances (doubles the number of raycasts, but in profiling these were a tiny tiny fraction of the performance of each frame anyhow.
Yeah, you know what I'm about to say: the release is pushed back again. This is the third time in a month. I'm now targeting the launch to the 21st. So what the heck is going on this time, right??
Weighing feedback from youtubers, they're having a lot of fun with the mechanics, but there just isn't enough content yet. We're on the verge of having a waterfall of content thanks to our level editor being nearly complete, so it seems very stupid to launch prior to that. At core, that's the issue here.
The Level Editor
I say that the level editor is "nearly complete" because there are a lot of polish things with it that have been slowing me down in actually creating content. My big fear with any player-made content (not to mention my own content) is that we have tacky things like wall sconces three inches from the wall, etc.
I have a lot of experience in 3D editors, and there are a variety of ways of solving this problem. Various sorts of grid snapping, vertex snapping, and drop to the ground things usually are the key. This works very well... IF all your content is a very uniform sort of size.
Overall our content is a pretty uniform size, and I've been doing things like building the wall structures myself in probuilder, then exporting them to finished geometry and texturing them, etc. But one example of this going awry is I accidentally made one wall with windows in it 0.25m thick instead of 0.1m thick. Then when I went to use that, it didn't line up. Of course. But I probably wasted 5 minutes trying to figure out what I'd done there.
Those sorts of problems are compounded when you start talking about "props" type items that are of extremely arbitrary sizes. Having a center of rotation on them is a pretty tricky thing as well, because even when rotating the offsets around the rotation center of the objects, I wind up with things that are not fitting together when rotated 9 degrees because the OTHER thing (in this case a wall) is not conforming. Specifically the wall should have been rotated 270 degrees instead of 90 degrees in order to have its axis aligned just-so, and thus it's about 0.03m offcenter and the wall sconce now sticks into the wall a bit. I now have to adjust my grid scale and fix the sconce by hand. I also have to actually know to check for that.
In other words, it's not a casual undertaking because there's a bit too much freedom (in some respects), versus the editor inferring what you want to do. There are a variety of games that do this well, most notably Minecraft and 7 Days To Die. You'll note that those are 3D-tile-based, of course. I'm not going to do THAT.
However, it's possible to do that sort of thing with an invisible tile grid that nonetheless has orientations baked into them. And which exists only in the space of the editor, not in actual gameplay-space. There are some games that do this I think, and 7 Days kind of does that with its objects in general, but I can't think what the games are right off the top of my head. At any rate, editing needs to be freer and more fun. It's ALMOST there, but not yet. I need maybe another day, maybe two, to perfect that.
Procedural Generation
The approach that this game takes to procedural generation is one of combining prefab scenes together to make a whole. It's using a heavily modified version of DunGen, which is a really cool component. But DunGen wasn't able to use runtime-created geometry, and I had to invent my own data format and get that in there along with a variety of other enhancements that are game-specific.
Along with those enhancements have come some pretty tantalizing realizations: I can do even more. DunGen already supports things like prefab groups that swap in and out (so you have something that is, for instance "a living room set" that gets chosen at random to go in living rooms of type A). That gives you some pretty combinatorial numbers of distinct results that players encounter, while still having everything be hand-designed at core.
It's a super flexible approach, and I've actually coded about 95% of it. I need to have time to code the interface, though, and make the interface make some kind of sense, which means that last 5% can be a real pain in the butt. I figure I can knock that out in a half day or so.
Another thing on my wish-list is having certain types of tiles do pre-combining into mega-tiles before going into DunGen proper. Actually that's a really complicated subject, and I have three different approaches in mind, one of which wouldn't take much code at all. And honestly this is something I can experiment with during early access. But we were talking about procedural generation, so I figured I'd mention it.
Level Editor Assets
In order for levels to be created, it requires building blocks. The more building blocks, the better. It's no secret that we're using asset store assets for a lot of these things, but we're also creating various things ourselves in Probuilder (me), or in Sketchup or Maya (Blue).
And then when it comes to EVERYTHING, I'm doing a lot of post-work to wire them up for fracturing or physics, for the occlusion system, to have the proper PBR effects, to have the proper texture efficiency (mostly compression -- seriously artists are wasteful sometimes), and doing things like setting up IES lightmap cookies on lights so that you get super-amazing-looking lighting.
Overall I have a freaking massive list of things that I need to get in place with this. Just for the apartments levels alone, it needs easily a few thousand objects. I have already directly integrated several hundred, and I've partially-processed another 1800 or so beyond that. But each one takes some time, and it's hard to get more than a few hundred objects done in a single day.
With a tile-based approach for the level editor, this will be faster, but still. (And the only reason I can do all this so fast in the first place is that I've made a custom unity editor extension for myself that I call the "Arcen Object Manipulator), which gives me one-button access for doing a ton of tasks. And gives me hyperfast access to editing box colliders, because I wind up having to create a lot of those. A lot of artists wind up using mesh colliders (efficient ones usually, but still), which are mega-expensive to process on the CPU compared to box colliders. It's a major no-no.
So I've done everything I can to speed up this process for myself, but even so it's a process that is time-consuming (on my sort of timescale). A few hundred objects in a day is actually freaking amazing when it comes to most games, but when you're still setting up your first full batch of them it can feel really slow. When I'm doing something like the military base level assets, certain things like concrete floors or the utility-style lights can be used in there as well as in the utility halls of the apartment buildings.
So I have every reasonable reason to believe that this process will go amazingly quickly and people will be very surprised at how fast new content comes out while we're in Early Access... yet at the same time, there are some humps I have to get over first or I'll be torn in too many directions to fully address any of them. If we release on Monday, that's exactly what was going to happen to me.
More Robots!
We have a ton of robots already complete and animated... and not in the game. By a ton, I mean that we have something along the lines of 17 distinct robots that are just sitting there waiting for me to have time to do something with them.
A game like this doesn't need the sort of insane enemy variety that something like Starward Rogue does, but all of the robots should each have a good and unique feel, as well as a number of sub-variants. You see this with the spiderbots, for instance, and their three variants.
So why haven't I done more of these? Well, to some extent it's a "cart and horse" situation. I have a lot of cool ideas for the various robots, but a lot of that requires specific sorts of rooms. You can't just stick any enemy in any rooms and expect for them to be fun to play. Some of the ones that would require a lot of motion on your part would be a nightmare in a claustrophobic hall, for instance. But it's nice to be able to create both claustrophobic halls for you and wide open spaces where (for instance) the apartment building has partially collapsed. As well as lots of stuff in the middle.
To me, the design of most of the enemies is inextricably tied to the sorts of locations they populate, and I can't really test them to make sure that they work right until I am able to create those environments and test THOSE. For that reason I've erred very much on the side of focusing on location rather than enemies first, while at the same time writing down tons of notes for the robots (and further locations).
Actually my BIGGEST focus so far has been on the feel of the raptor itself, and its move-set, because that's the #1 thing that needs to feel good. And then spaces are designed to conform to that, and enemies are designed for the spaces that can fit the raptor, and so on. So there's actually a bit more of a waterfall effect there than a true cart-and-horse effect, but still.
This Isn't Just A Beat-Em-Up
The fact that it's been described that way pains me a bit, but I completely understand it. Right now the goal is "go kill all the robots in the demo level," and you do that by attacking them with teeth, claws, and slapped-back shots. So, sure: beat-em-up.
Even so, some of the placement of enemies like the turrets are designed to lead to mild puzzle elements where you can approach a situation multiple ways, but the obvious ways are going to lead to death or taking hits that you should not. Basically it's the sort of "puzzles" that a game like Dark Souls might give you (although it's super dangerous to compare this game to that one, because they are very different beasts).
This is another case where there have to be more rooms (more content) before the puzzle-y nature of some of that will really show through. I remember that in Far Cry 2 -- and actually in Red Faction: Guerrilla -- there were some places that were entrenched enemy fortifications and I had the most fun in those games trying to dismantle them. But once you figure out a way that works for you, then you're done with that fortification.
Here I (and other designers, and even players) can create a lot more content with a lot more of those sorts of situations, and enemies can be specifically designed around that sort of thing. But that takes time. The demo currently shows that off to an incredibly tame degree, and so it's easy to go "yeah that's a brawler," which I think sells it a bit short.
Stealth
The other thing that I have figured out how to handle, but which isn't at all in the current demos, is stealth. Having multiple branching paths and similar that you can explore, and the ability to in many cases see enemies before they see you, allows you to sneak by enemies in many cases. You actually can already do that in the current demo, although there's no real reason to since you have to fight every enemy anyway in order to win the level.
To me, the sort of stealth that involves "don't go in the light or you die" really bugs me. The kind that revolves too closely around lines of sight also bugs me, because I can never tell if these bushes or those bushes are enough cover or not. Because of branching paths and the ability to be on different levels from enemies in this game, a lot of those problems can be bypassed and it's clearer when you're hidden from an enemy.
So why hide from them? Well, the structure of the levels will be changing -- the demo game mode of "kill all the robots" was never the real game mode, and it said that from the start. The real mode will have a big stationary robot named "father brain" at the end. If any robots are aware of you (think having stars in GTA), his shields are up. If no other robots currently know about you, then his shields are down and you can kill him and win the level -- no matter how many other robots are still remaining at the moment.
And there you go: stealth. You can avoid enemies and get to father brain and kill him more quickly, but if they see you that just means you have to fight them in order to complete the level. It's a nice non-binary system, because you can take a Red Dead Redemption attitude of "no crime was committed if there were no surviving witnesses" and kill certain robots with no regard to stealth while you sneak by others.
But for THIS aspect to work, I need to get the forcefield effects finished (the visuals are set, but the physics is about half-done), and get father brain himself set up in place (Blue has created him, and animated him, but I have yet to texture him or light him or rig up the ways you can knock pieces off of him to destroy him, etc). Chalk up another half day there, reasonably.
Personality
Part of the reason we keep having delays is that we're listening to feedback from existing testers and youtubers doing previews, and things that they say -- or sometimes don't say, but rather just a nonverbal reaction they have -- tend to be instructive.
One of the things that has become clear to me based on that as well as some RPS comments is that when the raptor is running around fighting silent robots in sci-fi corridors, that feels generic. Now granted, I love those sorts of environments and we will have them -- and we'll make them as unique as possible. And in general with the robots and their movements, and the raptor and its movements, we've tried to really bring out as much personality as possible.
That said, the switch recently to having our game's first procedural levels be inside of apartment buildings was I think a good move on the personality front. That feels viscerally familiar (we've all be in an apartment, but we've most of us not been in a space station or anything that looks like it), and also really fresh (we've seen raptors in labs and the jungle on TV, but not in our homes -- a T-Rex in the back yard was the closest that got).
But the other part is the robots themselves. We've been working recently with a wonderful voice actor named Ben McAuley, and he's voiced a TON of lines for just the robots we already have. About 30 lines for each kind of robot just seeing you at all. They aren't long lines, but they gives some personality to the proceedings, and actually give a sense of each robot being a unique individual (some are bored, some are considering cowardice, some are ready to go guns blazing).
Those robot voice cues tie into both gameplay (ones without a gun remark on that) and story itself (things they say hint at the story, which otherwise you could completely skip). But it doesn't slam your face into it, and we've recorded so vastly many lines for each robot so that you aren't hearing "I took an arrow in the knee" a million times. We learned our lesson with Bionic Dues, where there are only about 6 voice clips per robot, and many of them were super distinctive in a way that got really repetitive.
Anyhow, I think that this is important for really having players connect with it. Some of us just latch onto the mechanics themselves and that's enough, but for people who haven't been jonesing for a raptor fix quite as bad as I have, I don't know that that's enough without actually having a game with personality to hold it up.
So What's Wrong With Me, Then?
Why am I such a big idiot and keep giving these too-soon release dates? Right, that bit. Well, I'll break it down I suppose:
New build for you tonight! There's a metric ton of new and improved stuff in the level editor that isn't really ready for prime-time yet, but pretty soon you'll be able to create your own custom apartments to fight robots in, if that's your sort of thing. More importantly to your immediate concerns are a handful of updates:
Yeeaah... sorry about that. Last week it was going to be the 5th, and then late last week that shifted to the 8th. Now it's the 11th. So what gives? Well, in a nutshell, I'm trying to make sure we have the strongest possible offering right at the start of Early Access. This whole early access thing (the official system, not doing betas) is new to me, so I guess I'm a bit gun-shy on that. Plus the Steam store is a really challenging place right now; we just took a beating in the summer sale, so it's very important to me that this launch well. Let's look at the positive side of this, though, and what each delay has bought us: Shifting to the 5th:
The first-person view, as I noted in the last update, received mixed reception. Some folks really like it, others it makes motion sick. Since this is largely a matter of taste, the game now supports both modes. You can switch between them using the F key on your keyboard or the left bumper on your gamepad. If the bindings don't work for some reason, please reset them to the defaults in the controls screen. But it should reset them for you in this build. The new third person controls gain a lot of good things from the first-person view. The controls are now char-controller-based rather than rigidbody-based, which means that enemies can't knock you around anymore, and neither can explosions. Animations are smoother, same as in the first person view. The raptor no longer gets caught on the environment, same as the first person view. There are a few unrelated changes in here, too. The raptor now moves 1.5x as fast as in the prior build. This is back to a speed closer to very early demos. We'll see if that needs to be tuned down slightly, but the extra speed here makes it so that walking is actually a reasonable speed sometimes, and running is really efficient. The way I wound up handling the slapping-enemy-shots in third person view, for now, is identically to the first person view. It zaps out of the center of your screen in both modes. That's a bit strange in the third person view, but I haven't figured out a better way to aim that that isn't auto-aim, and this doesn't seem super egregiously strange, so for now that's what it is. Enjoy!
View Video On Youtube!
Launching on the 8th, now, rather than the 5th. Also, please note that the first-person view will be an OPTION, and third-person view will still be supported. It's been pretty clear that a lot of people like the third-person view, so there's no way around keeping it. Personally I really love the first-person feeling, but I can also see myself switching back and forth between the two modes in the future.
Lots of positive evolution for the game in general, on a whole bunch of fronts, and not remotely all of which I was able to discuss here.
Click here for the official forum thread on this post.
There have been a few other updates since the press preview build first went live (I think 4?), but I figured this time I should actually post some release notes somewhere. I'll get more organized about that later; normally we have huge release notes pages that are very well organized. Things of note in this patch to the preview, anyway: -some various new ambient sound effects from objects in the Lab demo level. -fixed up the area secure message in such a way that nobody should be having a freeze when it's coming up anymore. We had two people with that issue, and nobody else, so it was a finicky sort of a thing. -fixed up an issue where sounds were propagating incorrectly in some places (like the lab). -fixed a bug where if you had the objective counter turned off, it would not finish levels (not sure anyone saw this but me). -fixed an issue where the speed of the raptor's movement got reverted at some point to being slightly too fast for its animations. (so it looked like she was sliding along the floor -- oops) -the turn speed of the raptor has been cut in half to give a better sense of control of it when using the keyboard in particular. -- Misery had suggested making this faster, and in certain ways that makes sense, but as Quinn pointed out this leads to LESS control on the keyboard+mouse. It also felt more cartoony in general. I'd like for this to not require quite that degree of turning speed in general, mainly because you have the side-jumps and tail-slaps anyhow. I may make this customizable if this continues to be an issue of taste, though. -The default sensitivity on the mouse and gamepad camera controls is now higher so that people won't feel those are sluggish if their DPI isn't set in a good way. They are more likely to look for adjustments if it feels too fast than too slow. -The settings menu now has messages about where you can find the settings for the inversion of mouse, and messages about how to tune the performance of the game, etc. Some folks were missing these things, so a little note helps out.
Here's the E3 trailer on youtube, or you can view it on the Steam Store. However, it's a bit dodgy quality on Steam for some reason. Woohoo! Finally some real footage of the game with actual robots in place. Things are proceeding really well, although slightly slower than I'd like. That said, it's really polishing up very well. We're currently aiming for an early access launch near the start of July. Here's some random information you might like:
As was asked on our forums: What's the status? Short version: I have been very very busy on this, and feeling the time crunch in a major way for a variety of reasons, and so have been more silent than I should be. Longer version: a TON of work has been done... all over the place. ------------------------------------------------------ - The way the raptor handles - the visual polish - the destruction improved a bit - the raptor audio much more raptor-y sounding (thanks to Pepisolo for big parts of this, and pushing me on it, too) - other bits of audio sounding more varied and material-appropriate (thanks to Pepisolo on this completely) - a fully custom AI system that handles traversal of VERY complicated level geometry like a breeze (and that will be showing up on the unity asset store in a month or two via a new partner in that area I'm working with to handle the asset store part and not distract me from actual development). -integration with new pooling systems to make garbage collection better. -upgrading to the latest version of unity (5.3.5p2) to get some bugfixes and some performance improvements. -integration with the mobfarm smooth turret system (my AI does not do any targeting logic because there was already plenty of public code for that sort of thing) -heavy improvements of said turret system to integrate it with pooling, with SECTR audio, and for nearly zero ram allocations during runtime. -side-jumps/wall jumps for the raptor, which is a big deal for dodging projectiles. -ledge hanging and jumping for the raptor. -lots of particle effects are partially implemented, but more are coming. -lots more asset store art has been worked on and partly integrated and optimized. More coming on that. -the workflow for level editing has been figured out on my end, and a lot of improvements made in that department. However, it will be only for the developers unfortunately, and not client-side, because it requires the unity editor and the ability to embed prefabs for this. Such is life. -a ton of the raptor animations have been improved or outright redone by Blue, making the raptor increasingly organic. -lots of robot animations, only a few of which are in place thus far. -a new sort of explodey-collapse logic for the small robots is partly in place, and I'll finish that tomorrow. -a system for visual force field bubbles and the logic for that is about halfway done. It's super cool! it's for the robots, of course, not you. ;) -lots of internal optimizations to code, project structure, etc, to make for increasingly fast development of content as time passes. -the game actually compiles for a standalone executable now, haha. I had not bothered testing that previously, and there were some issues (as expected). All sorted now! Big things coming really soon (next couple of days): ------------------------------------------------------ -the first actual procedural levels to be shown off. -the main menu, with attendant settings for quality and performance and controls. -fully getting the robot AI in there and letting you actually win levels. Right now the movement logic is done and the shooting logic is done, but they aren't put together. -a much better antialiasing solution, which will really take that quality up a notch. Big things missing but coming a bit after that: ------------------------------------------------------ -the big "dismemberment enemy" robots will be implemented, to go along with the "pounce target" robots that have been my focus thus far. -substantial camera system improvements that are needed. Other related big news: ------------------------------------------------------ -we are aiming to have a new trailer AND the first press playable preview build out on Tuesday. :) -we're not announcing the exact date yet, but this will be heading to early access later this month. About the early access pricing strategy: ------------------------------------------------------ The final price is intended to be $15, but we'll be adding content as long as player interest is there to financially support it. Our goal is to always provide the game at a price that at minimum reflects the value that is there at the time of sale, so that if financial support for the game dries up, we can wrap up the 1.0 release at a lower-than-intended price while still providing a great price-to-content value.
Here's the youtube link, or you can view it on the steam page. Here's some fun/interesting facts about the trailer:
As you can probably tell from the fact that you're at this page, we now have our store page live for "In Case of Emergency, Release Raptor."
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