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Development Update #17
The latest updates of the PC version now support a new Dynamic level of Reflections in the Graphics options: [previewyoutube=JyqThxyS1YA;full][/previewyoutube] Staticreflections are precomputed andgreatly optimized, so itshould be fine keepReflectionstoMediumorLowevenwith an integrated graphics card. The main drawback is that as the environment changes (a door opens, a screen changes color, etc.), these new changes are not seen in the reflections. It is a performance VS realism compromise. The newDynamicreflections level usesScreen Space Reflections and solves the issue stated above. However, it is resource demanding, and should be usedonly if you already have a good framerate. It usually lowers the FPS significantly on integrated graphics cards. If you are onintegrated graphics instead and not a dedicated GPU, you shouldkeepReflectionstoMediumorLowlevel.
[previewyoutube=IiKRe5DlKoo;full][/previewyoutube] The Electrified Grounds were only made of an electricity visual effect. We have improved them:
[previewyoutube=WAH0rzaQJSI;full][/previewyoutube] Vent doors were using a small regular door visual. This was temporary. They now all have been replaced with the new visual! They have been improved to:
[previewyoutube=NWl-iX7W6sQ;full][/previewyoutube] TheDepth of Fieldeffect cansimulate the blurthat can be observed by areal-world camera, when it isfocusing on close or distant objects. If this effect is enabled, it will beused in the following cases:
This effect isdemanding;if you have anintegrated graphics cardand alow framerate, it'sbest to keep it disabled.
The aiming laser for the Taser -Gun has been reworked significantly to fix the following issues:
With the newly reworked Taser aiming system:
In the game, for quite a while, it was possible to get on the wrong side of some doors as they were closing; this would result in being softlocked, requiring to reload from last checkpoint.
[previewyoutube=GZyj2YzLk4w;full][/previewyoutube] Since we have introduced Hyper-Speed in Chapter 3, there were 3 major design problems to solve:
We have added 3 new upgrades to the game; the upgrades distribution has also been changed to reflect the new upgrades and a few new improvements were made:
Allows to zoom while aiming with the Taser. Simply use the scrollwheel or Directional Pad Up/Down while aiming to start using the Scope. The Aim Stabilizer is disabled while using Scope to allow precision shots. It has 2 levels of upgrade:
Taser aim assistance module, which automatically locks aiming to the closest aimed at target. It has 2 levels:
This upgrade informs the player if it's safe to land below him. It has 2 Levels of upgrade:
We have reworked and improved elevators in all Chapters of the game:
[previewyoutube=z03hqM4Egt4;full][/previewyoutube] We have added a new Skip path in Chapter 1! It is located in the very first lift, and is only accessible after activating the elevator, using Dodge in New Game+. The first time you try it, you might not be faster than the lift - however with a bit of training, high Speed upgrade level and Sprint ability, you will be able to get up much faster than the lift ;) In addition, this new skip path contains a Bonus Room (currently empty), in which you can acquire an additional upgrade.
A new Bonus Room has been added to Chapter 4, just before the Enhanced Camera. It allows you to acquire an additional upgrade.
This is one of the rare Bonus Rooms that will be accessible on the first run and not only in New Game+, as it doesn't require a specific ability, and is only protected by a Breakable Window.
We have been working a lot on the PC version of Chapter 5 in parallel. Progress is slow, but steady. It's a complex Chapter, introducing quite a few new elements, similarly to Chapter 4 on PC.
We can't give you too many details as we don't want to spoil your first experience with this new Chapter when it's available to play. Here's what we can say:
In parallel, we have also worked on the Level Editor, but we are still currently focusing on Chapter 5 and mobile updates, so it's still not ready to be tested. Here's a bit of news on the status. We have started to create a basic user interface (currently, all icons are the same) to add objects, and edit selected objects, in addition to a customizatble Quick Access hotbar:
Here's a list of what we need to work on before a first version can actually be tested or shown:
We have fixed hundreds of bugs in the last few updates; one major victory was made on mysterious crashes some users were experiencing every time the game was trying to reload the latest checkpoint.
The crashes upon last checkpoint reload were linked to some Graphics Cards not supporting some specific instructions. After a lot of work and testing of special development builds from these users (thanks again for helping out!), they are finally fixed and these users can enjoy the game again without crashes!
Here are a few additional details about the Aim Stabilizer system:
[ 2019-10-28 23:28:02 CET ] [ Original post ]
Dynamic Reflections
The latest updates of the PC version now support a new Dynamic level of Reflections in the Graphics options: [previewyoutube=JyqThxyS1YA;full][/previewyoutube] Staticreflections are precomputed andgreatly optimized, so itshould be fine keepReflectionstoMediumorLowevenwith an integrated graphics card. The main drawback is that as the environment changes (a door opens, a screen changes color, etc.), these new changes are not seen in the reflections. It is a performance VS realism compromise. The newDynamicreflections level usesScreen Space Reflections and solves the issue stated above. However, it is resource demanding, and should be usedonly if you already have a good framerate. It usually lowers the FPS significantly on integrated graphics cards. If you are onintegrated graphics instead and not a dedicated GPU, you shouldkeepReflectionstoMediumorLowlevel.
New Electrified Water
[previewyoutube=IiKRe5DlKoo;full][/previewyoutube] The Electrified Grounds were only made of an electricity visual effect. We have improved them:
- Optimized the electricty effect to have a lower impact on framerate - will be even more optimized later on
- Water has been added below them, with the associated sound effects
New Vent Doors
[previewyoutube=WAH0rzaQJSI;full][/previewyoutube] Vent doors were using a small regular door visual. This was temporary. They now all have been replaced with the new visual! They have been improved to:
- Look better from both sides
- New animation that avoids sticking out through walls and windows
Aiming Depth of Field
[previewyoutube=NWl-iX7W6sQ;full][/previewyoutube] TheDepth of Fieldeffect cansimulate the blurthat can be observed by areal-world camera, when it isfocusing on close or distant objects. If this effect is enabled, it will beused in the following cases:
- Aiming Taser:Theaimed at pointbecomes thefocus. When aiming atclose objects,distant objects are blurred, and vice-versa
- Taking Damage:Thescreen becomes blurryfor afew seconds
This effect isdemanding;if you have anintegrated graphics cardand alow framerate, it'sbest to keep it disabled.
Reworked Taser Aiming
The aiming laser for the Taser -Gun has been reworked significantly to fix the following issues:
- The laser was not always pointing at the exact position the shot would be performed
- The laser point was sometimes positioned wrongly to the left or right of the laser line's end
- With a high Field of View setting, the laser would not be aligned with shooting final point (with default FOV, it was working correctly most of the time)
- The laser line could be seen through some solid objects in some cases, making it hard to perform precise shots (ex: through pipes)
- Aim Assist on mobile and PC would use the center point of the screen, resulting in sometimes locking slightly next to the target (because the laser end point cannot always be at a perfect center of the screen depending on the distance and angle with aimed object). It is now using the laser's end point instead. This was much more complex to accomplish than it seems! Pfew!
With the newly reworked Taser aiming system:
- Aiming laser always points exactly where the shot will be performed, regardless of the conditions or current FOV value
- Laser point now has dynamic lighting: makes the Laser color from Taser Customization more visible, and allows easier aim in dark areas without having to turn on the flashlight
- Aim assist will always perfectly lock at the desired target, regardless of distance and angle with the target
Softlocks and Hyper-Speed
In the game, for quite a while, it was possible to get on the wrong side of some doors as they were closing; this would result in being softlocked, requiring to reload from last checkpoint.
New Door Type: Hyper-Door
[previewyoutube=GZyj2YzLk4w;full][/previewyoutube] Since we have introduced Hyper-Speed in Chapter 3, there were 3 major design problems to solve:
- The player should not be able to skip all doors of the game by slowing down time using Hyper-Speed: only some that are intended
- The player should not be able to use Hyper-Speed to go backwards while a door is closing. By doing so, he can get stuck behind a locked door, resulting in a softlock :(
- If a door can be slowed down with Hyper-Speed, it needs to be clear to the player, using a different visual for doors that are Hyper-Speed proof. This way, the player can plan his action accordingly, and doesn't have to try skipping every single door with Hyper-Speed only to see if it will be slowed down by the ability or not
- It always closes or opens at a constant speed, even if Hyper-Speed is activated.
New Upgrades
We have added 3 new upgrades to the game; the upgrades distribution has also been changed to reflect the new upgrades and a few new improvements were made:
- All playable Chapters have the correct amount of Upgrade Terminals per level, using temporary Work in Progress Bonus Rooms
- All work in progress Bonus Rooms have the intended Upgrade Terminal even if the rooms are not built yet.
- Associated Bonus Room screen will now reflect the state Incomplete or Completed if the upgrade in that room has already been consumed
- All Upgrade Terminals already consumed will now display the selected upgrade on this Terminal.
Upgrade 1: Scope
Allows to zoom while aiming with the Taser. Simply use the scrollwheel or Directional Pad Up/Down while aiming to start using the Scope. The Aim Stabilizer is disabled while using Scope to allow precision shots. It has 2 levels of upgrade:
- Level 1: Moderate maximum zoom
- Level 2: High maximum zoom
Upgrade 2: Aim Stabilizer
Taser aim assistance module, which automatically locks aiming to the closest aimed at target. It has 2 levels:
- Level 1: Only works while standing still. Any horizontal character movement requested by the player will prevent the Aim Stabilizer from locking to targets
- Level 2: Works in all conditions and faster lock on targets
Upgrade 3: Safe Landing
This upgrade informs the player if it's safe to land below him. It has 2 Levels of upgrade:
- Level 1: Displays a notification when a hazard is detected below the player
- Level 2: In addition, shows a view camera of what is directly below the player in realtime. This feature has not yet been implemented.
Elevators
We have reworked and improved elevators in all Chapters of the game:
- Ensure they open faster and earlier in case you are speedrunning
- Ensure they move much faster in Speedrun Mode
- Avoid elevator doors to "stick out" that could block you
- Avoid activating an elevator switch if you are not inside: prevents having the lift leave without you
Chapter 1: New Elevator Skip
[previewyoutube=z03hqM4Egt4;full][/previewyoutube] We have added a new Skip path in Chapter 1! It is located in the very first lift, and is only accessible after activating the elevator, using Dodge in New Game+. The first time you try it, you might not be faster than the lift - however with a bit of training, high Speed upgrade level and Sprint ability, you will be able to get up much faster than the lift ;) In addition, this new skip path contains a Bonus Room (currently empty), in which you can acquire an additional upgrade.
Chapter 4: New Bonus Room
A new Bonus Room has been added to Chapter 4, just before the Enhanced Camera. It allows you to acquire an additional upgrade.
This is one of the rare Bonus Rooms that will be accessible on the first run and not only in New Game+, as it doesn't require a specific ability, and is only protected by a Breakable Window.
Chapter 5
We have been working a lot on the PC version of Chapter 5 in parallel. Progress is slow, but steady. It's a complex Chapter, introducing quite a few new elements, similarly to Chapter 4 on PC.
We can't give you too many details as we don't want to spoil your first experience with this new Chapter when it's available to play. Here's what we can say:
- It will be quite surprising
- It will have a few new elements that you haven't seen in the previous Chapters
- It will start with new PC exclusive content, and end with a "similar logic" than Chapter 4 on mobile, but reworked and improved
Level Editor
In parallel, we have also worked on the Level Editor, but we are still currently focusing on Chapter 5 and mobile updates, so it's still not ready to be tested. Here's a bit of news on the status. We have started to create a basic user interface (currently, all icons are the same) to add objects, and edit selected objects, in addition to a customizatble Quick Access hotbar:
Functional
- Placing/deleting objects
- Changing "floor": construct on ground floor, or at higher / lower levels to build vertically
- Placing walls, grounds, windows
- Placing doors, buttons, cubes, pressure plates
- Placing Lasers, Mines
- Customizable damage for lasers and mines, and option to make blinking lasers
- Saving/loading a work in progress level
- Hooking events to ensure buttons/pressure plates can interact with the environment
- Testing a level instantly: not perfect yet, a few bugs, but mostly functional
Not Functional - Required
Here's a list of what we need to work on before a first version can actually be tested or shown:
- Checkpoints must also save while "really playing" a level
- Placing checkpoints, saws, invisible triggers
- Placing invisible killzones
- Placing collectibles: Taser Ammo packs, Healthpacks
- Placing Jetpack, Taser collectibles
- Customizing player spawn point, player stats (health etc) and if player starts with Taser / Jetpack and which upgrades
- Improving the user interface (many functions are only on hotkeys currently)
- Interface to load different levels (only 1 level supported right now)
Bugs & Crashes
We have fixed hundreds of bugs in the last few updates; one major victory was made on mysterious crashes some users were experiencing every time the game was trying to reload the latest checkpoint.
Fixed Crashes
The crashes upon last checkpoint reload were linked to some Graphics Cards not supporting some specific instructions. After a lot of work and testing of special development builds from these users (thanks again for helping out!), they are finally fixed and these users can enjoy the game again without crashes!
Important Bugfixes
- Jump: If the character was standing on an edge (half on the ground, half in the air), he would sometimes refuse to jump
- Reflections: There was a bug that could cause LOW or MEDIUM level of static reflections to not be displayed
- Cameras: Destroying a camera while the room was in lockdown could result in a softlock. Other bugs were fixed with Cameras.
- Interface: Many interface elements adjusted to reduce pixelization, including Dodge Cooldown widget, center crosshair and objective markers
- Performance Guide: Has been updated to explain and describe the new Dynamic Reflections and Depth of Field effect.
- Steam Leaderboards: Were not updating properly in Chapters page
Aim Stabilizer Details
Here are a few additional details about the Aim Stabilizer system:
- Disabled while using Scope
- Works with both mouse and gamepad aiming
- Does not snap to breakable windows or breakable walls, as they are large targets - all other targets can be locked
- If you start aiming with a target next to the center of the screen, it will immediatly lock it
- If you move your aim next to a target while already aiming the Taser, it will start locking after a short delay (this delay is to avoid snapping to the wrong object while moving the camera to find your desired target)
- While locked to an object, shooting or moving the camera (a certain camera movement threshold is required) will cancel the lock. If a lock is cancelled in this case, it will not try to lock again until you aim somwhere else and then aim again at this object or release aim button (this is to avoid repeatedly lock an object you have just explicitly stopped aiming at)
- While aiming is locked to an object, any visibility obstruction will cancel the lock. Example: wall or moving platform coming in between
- However, in this case, it will auto-lock again to this target immediatly when it is visible again
[ 2019-10-28 23:28:02 CET ] [ Original post ]
Fractal Space
Haze Games
Developer
Haze Games
Publisher
Release
Game News Posts:
47
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
The Game includes VR Support
Will you solve the mysteries of this station and get out alive?
This, my friend, is up to you...
Pick up health and ammunition packs as you explore space to help you get through this adventure.
This, my friend, is up to you...
KEY FEATURES
- Control your Jetpack to fly freely around space!
- Use your Taser-Gun to activate switches remotely
- Find lost recordings to solve mysteries and learn what lead you to this station
- Think and act upon your environment to solve puzzles
- Full Gamepad support
SOLVE BRAIN-ENGAGING PUZZLES
While surviving the adventure through the space station, dexterity is not your only challenge; activate switches, complete 2D minigames, use cubes to reach higher grounds, go through portal teleporters, orient light mirrors, search for clues to guess access codes... Your brain and mental resources must constantly be stimulated if you want to solve the station's puzzles!TASER-GUN: PRECISION IS PRECIOUS
Shoot your taser-gun to power-up electric devices remotely. When you're alone in the universe, this weapon is your best friend!JETPACK: ENJOY FLYING
Defy laws of physics and gravity by firing up your Jetpack to fly freely through space and avoid deadly traps in the station. You cannot risk falling into the void; use it wisely and make sure you have enough fuel to make your journey!SPACE EXPLORATION AWAITS
Explore and pick up hidden recordings throughout the station - they will help you solve certain puzzles, recall what happened to you and find answers about your past, present and future.Pick up health and ammunition packs as you explore space to help you get through this adventure.
ACHIEVEMENTS & LEADERBOARDS
Show the entire world what a puzzle mastermind you are by unlocking Achievements, and sharing your speed run scores with your friends!MINIMAL SETUP
- OS: Ubuntu 12.04 or later- 64 bit only
- Processor: Dual Core from Intel or AMD at 1.2 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: nVidia GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 3.0
- Storage: 4 GB available space
- OS: Ubuntu 12.04 or later- 64 bit only
- Processor: Dual Core from Intel or AMD at 2 GHzMemory: 4 GB RAMStorage: 4 GB available space
- Memory: 4 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
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