Experimental Chapter 4!

We hope you're all doing great since last time! We had
quite a lot of updates of the PC version since the last article - I'll try to summarise them all up here!
It took a
great amount of time to get this
new, exclusive Chapter 4 ready for you to
play and test to help
improve and find bugs, but it's finally available in an early, experimental version! This new Chapter features
quite a lot of new gameplay mechanics - we sincerely hope you'll enjoy them!

It's currently
missing objectives and
voice-over dialog; even if they are
silent,
subtitles are displayed to help you
understand what to do as you play.
There was a
very first release of
Chapter 4 a few weeks ago, but it had
various bugs and was
missing some rooms, that have since then
been added in the
latest update v0.4.2c_EXP. In addition, the
first version wasn't optimized; the latest
should now run better on low-end computers.

Even if the
ending of Chapter 4 is
still missing the latest version,
most of Chapter 4's playable content is now here.
Chapter 4 will then be available on the
main Default branch for all players
only once the final ending of the Chapter is implemented. This is estimated to be for the
end of May 2019.
I would like to
thank all the early testers that have already tested the new Chapter through our official Discord Server!

I'm
not going to provide more details of this new Chapter to
avoid spoilers :) If you're interested in
trying out the current Experimental version of
Chapter 4, head to the
Official Steam Guide for accessing Experimental Builds!
New Upgrades
New Upgrade available, with
3 upgrade levels! You can find it in all
Chapters. This new upgrade is called
Hover: It allows you to
hover in-air for a short duration while you
aim your taser, making it
easier to shoot while airborne. This upgrade is meant to be
functional before picking up the Jetpack, which is why it's a separate system than the
Jetpack. However, it does
prevent the Jetpack from recharging while in use
(intended).
Check out
a video of the new Upgrade here!
Health Backpack and
Taser Backpack upgrades are now considered
Abilities until
first unlock to
Level 1. Then, can be upgraded to
Level 2 and finally,
Level 3. Until now, there were
only 2 upgrade levels possible for these upgrades - we have now
brought it up to 3 in order to
carry up to 3 of each item types
(Healthpack or Taser Battery).
New Graphics Options
The game now has a new
Display Type option in the
Graphics tab: Select either
Fullscreen,
Borderless or
Windowed mode.

We have added a new
Depth of Field option in
Graphics tab: Enable or Disable the
hit blur visual effects (high performance impact on low-end integrated graphics cards)
New Sounds!
We have
started to rework the sounds of the game! Philip, a good friend of mine and sound designer, is
working on his free time to
replace gradually the sound effects of the game, and he will help with some new music sound tracks.

We already have quite a few new sounds implemented:
taser shooting sounds, heal, healthpack / taser battery pickup, taser reload, ui notifications, and a few more.
More will come over time as he has time to work on them!
More Optimizations
In the previous major updates of the game, we had
already made big optimization improvements, making the game more playable on low-end computers.

With this latest update,
many of the rooms that were still a bit more demanding have now been adjusted, re-structured and optimized to be
easier to render on integrated graphics cards.
Bug Fixes and Changes
- Use Dodge ability into it a Fragile Window to blast through it without consuming Taser ammo!
- Many Dodge ability improvements: Smoother + Verticality in dodge movement now more accurate in Zero-Gravity. Dodging temporarily interrupts Jetpack, but Jetpack resumes correctly if Jump button still pressed. You can now dodge while crouched, but will be forced to stand up if dodging up vertically
- Linux builds should now launch properly in both Default and Experimental branches.
- Many level design and visual bugs were fixed
- Fixed: Various Taser aiming laser bugs: misalignment when aiming laser switches from "far away empty space" to touching an object, and sometimes going through objects should now all be fixed. Makes it easier and more precise to aim far away objects.
- Changed: If cutscenes are disable OR speedrun mode, first intro of the game is automatically skipped
- Changed: Disabling Cutscenes, OR enabling SpeedRun Mode will always automatically skip the respawn animation
- NEW (EXP only): New additional rooms at the end of Chapter 4! The ending is still missing, but the transitional rooms towards the ending of Chapter 4 are now here. It's not very long, and they will be improved a bit since this is a first version, but please tell me if you find any problems or bugs already :)
- Changed (EXP only): Optimized more rooms in Chapter 4: A lot of areas should now run fine on integrated graphics cards. Still some rooms are required to be optimized (50% done)
- Changed: Optimized Destructible Walls: Some Areas in CH3 were heavy on performance due to presence of 2 or more destructible walls; should now be much better. It is a known issue that the "interior" sides of wall parts have a texture visual bug - ignore it - it will be fixed later.
- Changed: Optimized Destructible Windows: Destructible Windows should be much less heavy on performance than before. Still some optimization to do on them once they are broken, that will come later.
- Fixed: Dodging into a breakable window during Zero-G will also break it (used to work only in non-Zero-G)
- Many gameplay bugs reported by the Discord Community were fixed. Check the #solved-bugs channel of our Official Discord Server to know more.
- Changed: Smoother Jetpack: Short jetpack impulsions while falling used to create a "jump" - no longer the case. Acceleration is faster after long fall (used to take up to 4 seconds to start going up again)
Chapter 4: Ending
Now that
most of Chapter 4's content is functional, we have the
ending of the Chapter to create. This will be done in a future update, as it's going to require a lot of additional work. We will now be focusing on that.
Chapter 5
Once we have
implemented the ending of Chapter 4, the chapter will be
out of Experimental build for all players to test, and we'll start working on
Chapter 5, which will be a
longer, improved version of the mobile version's Chapter 4.
Mobile Updates
Currently, the
mobile version's updates are on hold as we focus on the PC version. However, we're planning to
fix a few additional bugs, and
improve performance and quality even more
within the next 1 or 2 months.
Level Editor
We are aware you all would love a Level Editor. We still haven't announced anything yet, as
we are still researching the possibility of adding a Level Editor in the PC version of
Fractal Space.
Yes, we are
experimenting, in parallel of creating the ending of the game. However, we will only start focusing on a
Level Editor once we are closer to releasing the final version of the PC version.

Once experiments are concluded and
if they are successful, we'll officially announce a
Level Editor and start a beta-testing phase for the feature. However, at this stage,
we still cannot confirm there will be one, and
when it will be released.
One thing is sure:
if there will be a
Level Editor, it will be completed and
available to the public only after the story mode is completed, as we are
too small a team to work on the
game itself and a fully-fledged Level Editor.
Thank you all for
playing, for your endless
support and for
reading! Talk to you soon,
[ 2019-04-25 14:37:30 CET ] [ Original post ]