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Update 0.80.00! New Item Piles and Storage Improvements!
The 0.80.00 update transitions our recent work on the experimental branch to the stable branch, including the new Piles, Inventory improvements, quality-of-life changes, bug fixes and polish. This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra slot for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item youre holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage. This build also adds the ability to craft Piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we dont want to take that away! Piles are an efficient way to show off your hoarding skills! See the patch notes for more info on how to use the new piles feature. Theres also a very important fix for a frustrating bug where objects left on the Aircraft carrier would fall though when loading the zone. Have fun :) Stay Alive! :: Beam Team --
- Added new craftable item Piles! You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a pile of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item. You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear. Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last. Were still fine-tuning the mechanics; the piles physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles For those interested in the tech side of things, the benefits of the new piles are: - Faster zone loading: 1 item to load, instead of 50x individual objects. - Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient. - Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders. - Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.
- Increased Storage Container slots from 3 5. - Increased Inventory slots from 10 12. - Changed Inventory to display the item the player is holding in slot 1. - Changed Inventory to pop an item that matches the sub-type if it cant find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears. - Changed Inventory drop action from secondary click to short press (only in menus) - Changed Wood Crates to be craftable. - Changed Wood Crates to refund materials.
- Fixed objects on the extremities of large islands not being saved. - Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies. - Fixed Storage pointer drawing behind slot icons.
- Upgraded to Unity 2019.4.20f1.
- Fixes Logs retrieved from pile storage not able to transfer into Crates. - Fixed being able to craft items with Logs still connected as Palm Tree.
[ 2021-05-18 06:28:26 CET ] [ Original post ]
Hi everyone,
A new stable build (0.80.00) is live!
The 0.80.00 update transitions our recent work on the experimental branch to the stable branch, including the new Piles, Inventory improvements, quality-of-life changes, bug fixes and polish. This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra slot for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item youre holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage. This build also adds the ability to craft Piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we dont want to take that away! Piles are an efficient way to show off your hoarding skills! See the patch notes for more info on how to use the new piles feature. Theres also a very important fix for a frustrating bug where objects left on the Aircraft carrier would fall though when loading the zone. Have fun :) Stay Alive! :: Beam Team --
0.76.00-0.80.00 Stable Change Log
New Features
- Added new craftable item Piles! You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a pile of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item. You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear. Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last. Were still fine-tuning the mechanics; the piles physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles For those interested in the tech side of things, the benefits of the new piles are: - Faster zone loading: 1 item to load, instead of 50x individual objects. - Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient. - Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders. - Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.
Changes
- Increased Storage Container slots from 3 5. - Increased Inventory slots from 10 12. - Changed Inventory to display the item the player is holding in slot 1. - Changed Inventory to pop an item that matches the sub-type if it cant find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears. - Changed Inventory drop action from secondary click to short press (only in menus) - Changed Wood Crates to be craftable. - Changed Wood Crates to refund materials.
Bug Fixes
- Fixed objects on the extremities of large islands not being saved. - Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies. - Fixed Storage pointer drawing behind slot icons.
Dev Notes
- Upgraded to Unity 2019.4.20f1.
0.79.01-0.80.00 Experimental->Stable Change Log
Bug Fixes
- Fixes Logs retrieved from pile storage not able to transfer into Crates. - Fixed being able to craft items with Logs still connected as Palm Tree.
[ 2021-05-18 06:28:26 CET ] [ Original post ]
Stranded Deep
Beam Team Games
Developer
Beam Team Pty Ltd
Publisher
2015-01-23
Release
Game News Posts:
83
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(40986 reviews)
The Game includes VR Support
Public Linux Depots:
- Stranded Deep Depot 64 bit Linux [1.05 G]
Take the role of a plane crash survivor stranded somewhere in the Pacific Ocean. Experience terrifying encounters both above and below an endless environment. Come face to face with some of the most life threatening scenarios that will result in a different experience each time you play.
Scavenge. Discover. Survive.
---
The things we want and things we know you want!
Scavenge. Discover. Survive.
---
- Generate an Infinite Number of Procedural Worlds - Explore Pacific islands, reefs, and bottomless ocean trenches filled with detailed biomes!
No two worlds are the same - You can generate a completely new and randomized world at any time. You can also mix your own maps created with the map editor in with the procedurally created maps in the world for a more customized experience. If you feel like sharing, you can even share your world seed with other players.
* Please note, currently the generated world size is limited to 6.25km2 but the final world size will be much larger. - Dynamic Weather and Day-Night Cycle - Struggle to navigate stormy seas or enjoy basking with a coconut on a sunny afternoon.
- Unique Physically-based Crafting System - Harvest resources to create equipment by combining them together in the physical world - no crafting slots!
- Unique Physically-based Building System - Settle on an island and construct a shelter or venture the seas with your own built raft.
- Detailed Survival Aspects and Interaction - Manage your vitals of hunger, thirst, blood, and health against the harshness of mother nature.
- Random Loot and Collectables - Search sunken shipwrecks and islands for interesting and rare equipment.
- Hunting and fishing - Spear small animals in the shallows or risk the depths with a spear gun in search of larger meals. Starve an island of resources or maintain and manage its growth.
The things we want and things we know you want!
- Dealing with bugs -A lot of effort has been put into making sure your Stranded Deep experience is as bug free as possible, however the game is in an Early Access stage of development, so there will be bugs. We will be doing our best to squish them.
- Performance - Optimizing performance is an important ongoing process that will continue through the Early Access period.
- Island and Terrain Variety - Creating more unique biomes and biome parameters for different procedural generations.
- More Wildlife - Incorporating more fish and shark species and more interesting island wildlife like birds, snakes and lizards.
- An End-game Scenario - Making it possible to complete a series of optional tasks and progress through the world in an attempt to be rescued.
- Co-operative Gameplay - Where you can band together as a team of misfits and ration your supplies or eliminate each other one by one.
- Improved User Interface - All of the in-game UI is temporary and will be replaced with a more fitting theme.
- Occulus Rift Support
- Controller Support
- Much more! - See our website for more details, http://www.beamteamgames.com
MINIMAL SETUP
- Memory: 8 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
- OS: Ubuntu 18.04 LTSMemory: 8 GB RAMStorage: 4 GB available space
- Memory: 8 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
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