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Hey there everyone! I am here to list the fixes this update offers:
Hello there everyone,
As mentioned prior, here is the planned roadmap for the game for the next 4 months. D
Things may change depending on various factors, but this is the most accurate roadmap so far.
Hopefully things go smoothly and each roadmap marker is met proper.
I will also be releasing a hotfix today to fix a handful of the bugs from yesterday (sadly the native linux build's graphical bugs are still ongoing, but I am still actively looking for a way to fix that).
With that, I will see you all later for the hotfix patch notes when the build goes live!
-Joseph L.
Hey there everyone, long time no see! I hope things are all going well for everyone! As stated in the previous post, I am going to try to start updating stuff on the public branch again. D So with that being said, here is the patch notes:
Hello everyone, It has been quite a long time since I have made an announcement like this. First and foremost, just gonna clear the air here, the game is still in active development. Secondly, I wanted to apologize for the lengthy lack of communication on my part. Keeping everyone informed and in the loop is kind of one of my weakpoints but communication still should've been made nonetheless.
Hello everyone, I am here once again to provide you with a small update that addresses some bugs and some additional quality of life changes. I hope you all have enjoyed the halloween event so far (you only have a few hours left to enjoy it). But on that note, I am making the mansion map a permanant map to use! No more worrying about it disappearing, however the Ghost Chase gamemode will disappear until next year. With that, here is the changelog:
Hey there everyone!
I hope you all have been getting into the spooky season, cause I know that I have!
As such, I have made a small halloween event to have some fun! I also added a new
outfit and hat. Sometime this week I may push another update that adds more items.
These items can be unlocked with the new shop!
The items in the shop can be purchased with coins you unlock by playing the multiplayer!
It was something I have been wanting to do for a while and now I can add more items such
as seasonal or limited time accessories.
Speaking of limited time events, there is now a limited time map that was added to the game,
say hello to mansion!
Its an old abandoned home inhabited by a freightning ghost. You will be able to battle them
with the brand new gamemode "Ghost Chase"! This is also a limited time event where the ghost
of the mansion takes over one of the players and it is up to you to stop them! But be careful,
they have abilities that can knock you down! Simply collect the ghostly pumpkins scattered around
the level to unlock the Ghost Capsule 5000. If you do fail to stop them, you will become a soul
trapped in the mansion for all of eternity! HA HA HA!
There has also been some slight UI tweaks and polish in order to make the game look better.
With that, here is the rest of the changelog:
Hello everyone, Beta 1.11 finally released after all this time! It took a while, but I am glad to have the update available to everyone. Speaking of updates, the Halloween event update is planned for October 22 and if all goes well, you are all in for a treat! No pun intended, haha. I am also aware of some minor bugs and glitches that are present in this update, they will be addressed in the Halloween update. I hope everyone has some fun with this update, but I think the next one will be the true trick! I will make an announcement on what will be included soon! With that, here is the changelog for Beta 1.11:
Hello everyone, I am back from a lengthy hiatus, just wanted to let everyone know that Beta 1.11 will be releasing on Friday, October 8th, 2021! This update will feature some multiplayer maps textured as well as detailed, quite a bit of bug fixes, and redesigns of the menus as well as user interfaces. There will also be steam inventory support once again, as well as the reintroduction of Deathmatch, Team Deathmatch, & Capture The Flag!
Hello everyone, I am back once again to show what I have been working on this month and what is planned for the future.
Hello everyone, I am here to present what I have been working on over the last month or so with the game. Now most of what I have been working on has been coding related but there is still some visual stuff to show.
Hey there everyone, I am back to present another dev log update. Since beta 1.10 released, i have been working on getting a lot of the multiplayer stuff finished for this update. Here is some of the progress that has been made so far:
Updated Engine to 4.26 Main Menu Overhaul Exploding Barrels Character Overhaul Added Shrimp Pump Separate Weapon FOV from the Camera FOV Fixed weapon clipping through wall Made it easier to build a demo version of the game Arctic Blockout Research Labs Blockout Sublink Metro Station Blockout Main Menu Controller Support Voice Chat Support Added a Title Screen to the game Facility Blockout SectorC Blockout Server Loading Screen Disable voice chat on ServerTravel Integrate the HUD fully Port old framework to the new project Added the ability to modify reload duration for custom weapons Original Weapons Added Improved Mod Tools Weapon Projectiles Options Menu Overhaul Add Respawning back Custom item drops in maps
Hello everyone, I am back to show another dev log update. These past 2 weeks, a lot of stuff has been worked on. As such lets get right in and show the progress:
Hello everyone,
I hope last week was great for you all! Firstly I wanna say happy new year to all of you! I wish I could've gotten the game finished within 2020, but I think it is a whole lot better now as I am taking my time to finish it.
That being said I have a big announcement about the game. I am cleaning out the game entirely. So what I did was I started a new project and I will be updating all of the models, maps, sounds, etc. Not only that but I am updating all of the old code to ensure that everything is kept to the highest quality.
So, most would assume that the game would take a long time to finish due to this, but on the contrary. Within this week I have been working on this new version and I have already blocked out 2 maps as well as concepted 1 for multiplayer. Instead of me just explaining it, let me just show some screenshots :)
Here is a picture of Arctic in it's new form:
As well as Research Labs:
I went back and created new models for some weapons as well as the CleanR bot (the robot shown in Multiplayer):
I even went in and fixed the first person weapon from clipping through the walls:
Lastly, I redesigned the main menu to look a whole lot better:
This new redesign is gonna be huge, mainly because everything is being overhauled. I hope you all do enjoy this change, oh and I should also mention that the art style is still gonna be low poly pixel. I am just standardizing the poly counts/texture sizes to make them more uniform across all maps. Cause in the old project most of the models/styles looked out of place with each other.
This update is planned for Sunday night on the public beta branch (Go to 'game properties' in the 'betas' tab to access it once the update drops).
I hope you all have a wonderful new year, and an even better 2021! I just know this year is gonna be great!
~Joseph
Hello everyone,
I am back once again to show what has happened in the last 2 weeks. So within these two weeks I mainly focused on bug/stabilization fixes. This is because before I push the update, I wanna ensure that everything runs smoothly. Currently the build should be out sometime late Sunday night! This update will have singleplayer/multiplayer improvements and will be the stepping stone for modding. Once the documentation is ready I will post how to mod the game. That being said, there will most likely be bugs in Sunday's update, but I will make hotfixes as quick as I can. As it stands right now, the singleplayer saving is still not locked down, so that means there maybe a chance that saves in this update will not work in future updates. I will try to ensure that doesn't happen, but there are still some things I have to add to the saves. If I can get them all in before sunday, then disregard this little note. I have also been trying to get controller support working in the menus with some mixed results. It's very spotty, still have to stabilize that before sunday.
Now sadly I don't really have any screenshots for this dev log because of it being mostly just code changes. I can provide a screenshot of the new intro map as that did get some work, but the lighting is still kinda broken to say the least. I plan on finishing/polishing the actual gameplay portion of it as well as fix the lighting tomorrow. The textures shown in the screenshot are also subject to change. The intro is longer and will actually show you how to play the game.
This update will be called Beta 1.10 (it was originally gonna be a pre-release, however I feel that it needs more time before the game can even get into pre-release). I have no plans of rushing getting the game into full release, I am taking my time with it to ensure the game is actually good once it does come out. I hope you all understand and I hope you are all ready for the wall of text for the changelog in the next update. Next week begins the holiday season, as such I will try to make some event stuff probably on the 23rd, if I get enough time to squeeze that into the next update after Sunday's update.
Take care, stay safe, and have a wonderful weekend!
~Joseph
Hello everyone, I just wanted to post a little update regarding the dev logs. So as I was making todays dev log, I noticed that once a week might be pushing it too much as I can't get as much done within a week as I can in about 2 weeks/month. So I just wanted to post a little update that the new plan for dev logs will be every 2 weeks (that is if any holidays or anything else does not fall under that time). The being said, this will not affect next week's dev log. I am merely combining this week's dev log with next weeks due to not much progress being made this week. I hope you all understand and any future changes to the dev logs will be notified in advance. I still may try doing something on the weeks where there are no dev logs just to keep the community active. The next update, is currently on the roadmap for sometime next week or the week after. That's not to say that it is confirmed within that timeframe, just that if all goes well, that will be the preferred release for the update. All changes shown thus far in previous dev logs will be in said update. I hope to see you all next friday on December 18th, please stay safe and have a wonderful weekend! ~Joseph
Hello everyone, I am back to show this weeks round of changes. Technically it has only been 4 days of work so as such, this time its a mini dev log. Anywho, let's get into the changes:
Hey there everyone, Joseph here to provide a lot of info as well as a lot of things that have happened this year and beyond. So lets start with the elephant in the room. Where is the game, when is it coming out, and what happened? The game was slated for early 2020, but with "current world events" and personal events, that could not be done. That is to say that I cannot put the full blame on those things. It boiled down to me and my development process. I was not upfront, nor was I keeping the community as a whole updating in the game's development. I take full responsibility for the lack of communication and no matter what I say, I cannot make up for that. It sounds like a broken record, and it kind of is because I did this before. Needless to say though, I have been working on the project constantly and the biggest downside was that I kept remaking things. The game has gone through numerous iterations through it's initial conception in november of 2015. So I will "try" to post dev logs to keep everyone in the know. The hardest part of that is keeping everyone in the loop if I work on singleplayer stuff. I wanna try and suprise everyone with that, but at the same time if I don't inform everyone, it will be assumed that development has halted. That is where the game currently is and what happened, now the biggest question of them all. When is Sector 452 coming out? At the current moment, I really don't know. I wanna get this game done in a timely manner while also delivering a game with good gameplay and polish. As it stands, the game plays a lot better than the current version that is out. That being said, I think it is time to present the dev log as well as the next steps for the game.
Hello everyone, I just wanted to quickly make a post on when the release date for release 1.0 is. So firstly I want apologize for the 4 month radio silence, that was a mistake on my part as I kind of didn't know that 4 months had already flown by. Secondly the game's release is expected to be in January! One thing to note, if you would like to see progress on Release 1.0, be sure to check the trello as that is the best place to keep up to date with the game's progress.
Now I do have some pictures that I would like to show of the progress within the game:
Anyways, I got some more programming as well as polishing to do, I hope you all have a happy new year and see you all in 2020!
Hello there, Just wanted to post a quick update, I had to fix two major issues that had showed up in the game in beta 1.9. Here is the changelog, apologies for any issues: *Fixed a bug where the singleplayer maps would not let the player spawn above ground *Fixed a bug where the hud would not spawn
Hello everybody,
I am back to bring you the new changelog. This update has been in development for 2 months now and has changed a lot of stuff.
This update will roll out sometime tomorrow as since this is a big update, a lot of stuff needs to be packaged.
Anywho here is some screenshots I took of the new version as well as the changelog underneath:
I hope everyone does enjoy this update as it took a long time to make! D
Hey there everyone, I am glad to say that Beta 1.8 is finally released! This update would've been out sooner had I of not decided to change a lot of the internal code. On the bright side, the game should run better and should have fewer bugs compared to the last update. All things aside, here is the changelog: *Fully modeled San Heights Mall *Finish planet intro base *Added Hub World *Added Maintenance *Added Nuclear Core *Updated engine to 4.22 *Added Engineering *Fully modeled Lockdown *Fixed a bug where turning off Force Feedback did nothing *Ensured all past bugs were fixed *Added the ability to land on planets (disabled for now) *Created Character Model V2.0 *Added Character Creator (disabled for now) *Improved Animations *Began adding more outfits to the characters *Removed old inventory code *Added Sublink Metro Station *Began adding AI Flying *Improved Blackhole effect *Added Asteroids in space *Added the Remnant Zone *Drastically changed the lighting system in the intro level *Fixed ZM weapon damage bug *CTF gamemode is now ran exclusively on the server *Improved ZM mode when everyone has become infected *New Vehicle System (Improved camera and boost sytem) *New Player System (Touched up Inventory, Quest, Dialogue, and Leveling System)
Hello everyone, I am back at it again with a new changelog. This changelog is going to be relatively small and that is because I didn't plan much for this update. However, in the next two updates I have a lot of things planned (specifically Beta 1.9). This update mainly fixes a lot of things and adds in some items that have been on the backburner for a while now. I would've done something for april fools however by the time I thought of something, it was already too late, so I do apologize for that. :( Here is the changelog for Beta 1.7 *Workshop Support *Custom Name Support for Bots *Fixed a bug where you can still fire upon reloading *Fully coded in the new weapon system *Fixed a bug where clients cannot view AI's healthbar correctly *Fixed a bug where you can take an AI's weapon *AI is now using the new weapon system *Fixed voice chat automatically starting *Fixed a bug where the client and server audio was not location based *Added Steam Audio *Added Screenshot functionality *Overhauled the terminal to work in the current version *Slightly changed San Heights Mall *Began polishing some objects in the game
Hey there everyone, I am here to present the changelog for the new update! This version has changed a lot of things (mainly bug fixes) and I have also added in an experimental build for 32bit (you can access it in the betas tab under properties). Anyways, here is the changelog for this update: *Final Main Menu Overhaul *Ability to save singleplayer (not usable just added in the feature for the future) *Began work on autosave features (same as above) *Began work on re-coding multiplayer sessions *Overhauled the lobby system *Fixed a bug where you can damage anyone on your team *Fixed a bug where Host Server config may sometimes not save *Fixed a bug where the client cannot see killfeed correctly when they are killed *Began improving the ai code *Fixed a bug where switching from Spectator back to player will cause the health hud to hide from player *Voice Chat in Lobby *Fixed a bug where in any team based gamemode, not being able to spawn at start will reset your team scoreboard. *Fixed a bug where the timer would not show or update on client *Fixed a bug where display settings would not update such as "Fullscreen" *Added in a notification system *Improved Zombie mode and fixed up a lot of existing issues preventing the gamemode from working properly *Improved the respawn system *Began working on a Windows 32bit build of the game *Added the ability to read custom maps from modpak files *Fixed a bug where Map Selection wouldn't scroll within the button gaps *Improved the ability to read custom maps *Maps are no longer loaded by it's name *Removed Spectator Debug button *Redesigned the inventory/SP Pause menus *Removed Ship debug takeoff sequence
Hey everyone, I am back with another update. I apologize for the late update it was because I have been doing some refinement and doing some gameplay changes overall. Now please note that there are a few issues with this update that I am well aware of and will be fixed within the next update. Beta 1.5 was planned for last week but I wanted to do a few changes such as improve some of the multiplayer maps. I do hope to get more singleplayer content done for the next update. Anyways, here is the changelog for this update: *Renamed the executable from ProjectFTM to Sector452 *Began redesigning the HUD *Fixed a bug that prevented players from spawning *Added in new weapons *Fixed a bug where when you die you become a crafting table *Updated the AI's code to use the improved weapon system *Began improving the current weapon system *Added in a way for users to see the enemy player's health *Added controller feedback depending on certain actions *Adjusted the near clip plane to prevent weapon clipping with the camera *Implementing a new weapon system based on the current system *Added in a brand new pickup system that should be more robust than the old one *Added in a weapon trail to linetraced bullets *Fully textured SectorC *Fully textured Takeover *Fully textured Facility *Fully textured SpaceDeck *Fully textured Arctic *Fully textured intro map *Fixed an issue that prevented the ai from moving in the multiplayer maps *Fixed some maps not being packaged
Hello everyone, I want to wish you all a good 2019 and with that, lets get into the first new update of this year. One thing to note, this build was supposed to come out on Dec 18th but due to some things I had to push it back. I also went to build the game last night and had to leave my pc running because I added in a lot of new models (specifically for the intro - had to split the intro map into pieces). I apologize for the long wait for the update, but lets get into the changelog: *Fixed voting issue where it couldn't load the winning map *Added visualizer for music *Optimized some more code *Finished coding the inventory system *Began texturing the interior of the intro ship *NPC Shops *Began work on a planet weather system *Added more detail into the intro sequence *Added a new weapon (the chainsaw) *Began making the UI mroe modular for mod support *Added the ability for gamemodes to allow the dropping of ammo *Space battles can now be a thing *Gamepad support for map voting *Snowball gamemode overhaul *Added in weapon spawn points *Added the option to turn on HDR Support
Hello everyone,
I am back once again to show yet another changelog. This time around I was trying to get as much stuff done as I can but some things did not get finished. My overall goal was to get this update out within the month of November. I have done some multiplayer changes in terms of gameplay and maps, one of which is SectorC.
This map has been overhauled completely compared to the last update and you can expect to see it get more detailed as time goes on. The general layout though has finally been finished.
Another change (which sadly didn't make it in this update) was the intro sequence. I had been working on this intro for quite some time, but there is just somethings that are not done yet so expect it to be out in beta 1.4! There was also some improvements to controller support such as you can now fly the ship without the need of a keeyboard!
I also added in mod support into the game, but I will add documentation on how to make them in the next update.
Anyways here is the full changelog:
*Added Faction Support
*Redesigned the inventory system
*Began work on more singleplayer stuff
*Significantly improved the pickup system
*Added the singleplayer intro into the game
*Added the new logo into the main menu
*Disabled movement when call vote is active
*Fixed a few Map Voting issues
*Optimized the level editor code
*Added a user interface to the vehicles
*Added Mod Support
*Added custom gamemode/custom code support
*Fixed a slight bug with the pause menu not working for controllers
*Finished the level editor
*Full Controller Support
*Multimonitor Switching
*Updated the game to 4.21
*Slightly improved performance
*Updated SectorC
*Fixed a small kill feed bug with "The Architects"
*Slightly tweaked the chat system
*Added the ability to change round duration
*Updated TakeOver
*Created a base model for the new characters
*Added in a leveling system
*Began work on land rovers for planets
*Added Wormholes
*Updated Lockdown
*Added in a quest system
*Slightly improved the scoreboard
*Updated San Heights Mall
*Removed extra copies of maps
*Added more info to the existing maps in the map selection list
*Fixed some localization issues
*Fixed a bug that prevented bots from spawning
Hey everybody, I would like to announce the new name for Project FTM... or shall I say Sector 452! That's right, the game finally got named after all of this time! I hope everyone enjoys the new name change (I know I do). Have a nice day! ~Joseph L.
Hey everyone, I am back once again to present you with a new update to Project FTM! Now this update is relatively small because last week I happened to get food poisoning and I just started to feel better. So this update focuses mainly on the redesign for singleplayer and some stuff for halloween. Also if you have an issue where you are falling in the singleplayer map, pause the game and click the specatator button twice (I will find out why it isn't working correctly in the next update). Anyways, here is the changelog: *Added Halloween Main Menu *Began redesigning the Singleplayer Map *Improved the planet shader *Added planet orbits *Fixed up Zombie Mode code *Fixed up some Team Deathmatch code *Fixed Beta 1.1 Map glitch the prevented you from playing newly created maps *Placed all of the planets in their correct solar system *Updated some small effects for singleplayer *Began work on splitscreen (internal testing only) *Added basic gamepad support for the lobby *Slightly updated the space station textures
Hey everyone, I know it has been a while but I am proud to say that Beta 1.1 has just been released! Now this update is massive in terms of what has been fixed. Now this update mainly focuses on bug fixes and some small content changes. One of the biggest changes was the introduction of translations into the game! I would personally like to thank Ilya515 for the Russian translations of both the game and the store page! You can change into Russian in game by going into Settings->Accessibility. Now onto the changelog (It's a big one): *Updated the radar to have a new look to it *Created a solution for Volumetric Lighting *Began reworking the Gamemode code *Updated some bits of outdated code from the AI *Improved the User Interface for Multiplayer *Added more content to the game *Updated game to 4.20.2 *Enabled the ability to server travel *Fixed (Beta 1.0) Reported Crashing on Startup *Lobby System *Invite System for lobbies *Chat system bug on start *Fix a bug where people with ping over 100ms experience numerous issues *Fade Chat Message over time *Rewrote the entire chat system *Rewrote the Respawn System *Spectator Mode *Revamped the scoreboard *Added a new item into the game called Player Cards *Re-coded the voice chat *Fixed user interface not updating the Health, Armor and Ammo *Fixed (Beta 1.0) Client Kill Feed bug *Map voting at the end of a match *Re-ordered the scoreboard so the scores are sorted by the server *Added the ability to "Ready Up" in the lobby *Added a new face to the robots *Began work on translating the game into other languages *Fixed a bug that caused the lobby UI to not be removed *Moved game settings to the config folder to prevent future crashes. *Fixed joining screen menu clipping *Round based system for longer matches *Change weapon system in multiplayer to support picking up stuff *Fixed (Beta 1.0) Small Jitter on client when jumping *Fixed Replication issues with the new weapon system *Open already created maps for editing to future builds *Added the ability to convert old maps into the new system *Fixed buttons in the host menu in the multiplayer tab from becoming stretched *Hide multiplayer elements in singleplayer (again) *Add a new weapon into PFTM *Fixed blaster projectile from floating in the air *Added ability to edit server settings within the lobby *Added the ability to chat in the lobby *Added ability to throw weapons
Hello everyone, I understand that there was an issue where the game would crash on startup for some people. I think I might of resolved the issue, so I would urge anyone who had such problem to update the game and check if it was fixed. This issue is quite serious and I want to make sure that this issue never comes back. Changelog: *Fixed Server Browser not joining session *Fixed Voice chat name not showing up from clients *Fixed Voice chat bug where disconnecting while talking results in permanent voice chat bar being stuck *Fixed slight bug where if too many ai are present, hud will not spawn on client *Fixed Apply button not disappearing when pressed *Updated game to 4.19.2 *Fixed bug where the timer wouldn't be disabled if set to 0 *Changed sound spawning to spawn at location rather than in 2D *Added sensitivity options in the accessibility tab *Fixed Crash on startup *Added a menu that lets you know when you join a session I hope everyone enjoys this new update (or is able to play it). :)
Hello everyone it has finally been time, the game has reached Beta! This is honestly an achievement in itself because well... it's Beta. :) ------------------------------------------------------------------------------------------ Anyways, right now I would be saying how the price went up, however I decided that I will leave it the same price for the next 24 hours so people can buy it for the alpha price in case they wanted to wait. *wink wink nudge nudge* :) ------------------------------------------------------------------------------------------ Now this build has quite a bit of changes compared to Alpha 1.3 but I hope everyone does like the changes as I have gone through the coding to make sure most of the old code was finally updated. As always, I will leave you with the changelog, I hope this update was to your liking as the next few updates will be focused around getting more content put into the game. *cough* finally *cough* Changelog: *Updated the inventory UI *Main Menu overhaul *Enhanced the player and weapon shaders *Optimized Main Menu and User Interface *Enhanced Loading Screen *Improved Chat System Performance *Began work on adding the Beta music as well as finishing the Alpha music *Enhanced Controller Icons *Added the Nodical Games Intro Video *Fixed a bug where facility was not packaged in the build *Fixed certain buttons locking in color *Added back the disconnect screen *Fixed the loading screen image not showing up *Fixed multiplayer matches not being able to be joined *Fixed a whole lot of replication bugs *Added a radar for planets in singleplayer *Temporarily Disabled multiplayer elements in singleplayer
Hello and good morning to everyone, I am back to present a new changelog for the experimental build of Beta 1.0. So this update has been posted in the experimental branch and has a few things different from the main branch. Some of the differences are: *You can't change your options (other than motion blur and vsync) *Inventory menu does not work with controllers *Controllers still do not support textboxes Other than that, the build has been overall improved compared to the Alpha builds. The main goal was to overhaul some outdated code such as the main menu which hasn't been updated since april. Now do mind that the experimental branch will be known to have bugs, glitches, and unadded features. If you want to report any bugs, please post them in the experimental bugs discussion. Anyways, here is the changelog: *Updated the inventory UI *Main Menu overhaul *Enhanced the player and weapon shaders *Optimized Main Menu and User Interface *Enhanced Loading Screen *Improved Chat System Performance *Began work on adding the Beta music as well as finishing the Alpha music *Enhanced Controller Icons *Added the Nodical Games Intro Video *Fixed a bug where facility was not packaged in the build Edit* I am aware that multiplayer joining does not currently work, I have found the issue and I will release a hotfix later tonight to fix all currently reported bugs
Hey everyone, I am back to bring you all the new changelog for Alpha 1.3. So one thing to note is that this will be the last build before the game reaches Beta 1.0! Now I have created an experimental branch for people to help with the beta builds. Here are a few questions that I have pre-answered.
Hello everyone, I am back to present a new update! This update is relatively small this time around as I have recoded a lot of the old stuff I made back in september and october. I have also went and removed unused assets/code that is either outdated or not part of the game anymore. I have also began work on a new character with planet gravity fixed however, I encountered a few bugs before packaging the build so I had to quickly pull the character out from this update. Expect the new character to be in the next update! I also have a few things on the planning board to be added soon such as wormholes. Anyways, here is the new changelog: *Added ability for planets to rotate around their sun *Added the terrain mesh for the earth *Added point gravity to the player character (on the new character) *Added the rest of the space ship mechanics such as rolling *Begin work on redesigning the character code (not available in this version for use) *Cleaned up the game code *Fixed camera clipping issue with the space ships *Added the ability to fire projectiles from the space ships *Slightly changed the loading screen *Added a slight shadow to the health and ammo text
So I hope everyone has had a great E3 so far. Some of you may or may not know about the new trailer that was dropped for Project FTM (it is also on the steam page). As such, since this is the week of E3, I want to tell everyone some of the things that will be in the new update. So one of the biggest issues with the game now is the *cough* *cough* gravity situation with planets. Well I am pleased to say that I have gone back and have recoded the player from scratch so that way planet gravity will work the way it is supposed to! I have also went in and added that third person option for singleplayer. I have also went in and added a few things to the ship flying mechanics to make it feel "normal". There has also been changes to the space station such as some new faction logos being placed within the hallways. Now this update will be titled Alpha 1.2 and I want to make sure that the game is finally getting some structure. Now this update originally was planned to be released two weeks ago, however due to some redesigns, I have decided to keep pushing the update back. However, this time I feel confident that the update will go live next week on June 17th! I hope everyone will be happy with the new update coming out next week and I will try my best to get the updates out sooner while having more content within it. :) Stay safe astronauts! ~Joseph
Hello everyone,
I am glad to announce that after a month of working on it, alpha 1.1 is finally available! Now this update was meant to focus on singleplayer elements and there has been a few changes to it.
To control the ship in singleplayer press 1 to pull up the landing gears and press 2 to pull up the ramp. D
Anyways, here is the changelog:
(5/20/2018 11:01PM) =============BUILD ALPHA 1.1 =============
*Updated the engine to version 4.19.1
*Added more detail to the ship
*Added an inventory interface (singleplayer only)
*Added the ability to pilot ships
*Redesigned planets along with their atmospheric shaders
*Updated the singleplayer world with 70 stars, our solar system, and a black hole in the middle of the galaxy
*Added chests into the game
More stuff is being worked on for singleplayer and I will be seeing what else I can do for multiplayer! :)
By the way, here is a screenshot of the galaxy:
Hello everyone, I just wanted to let everyone know how the new update is coming along and when you can expect to see it. So lets start with how the update is coming along.
So far, everything has been focused on singleplayer. Some functionality such as the inventory system has been added and I have finally added support to fly/enter the one space ship that has been in the game since march. I have also decided to go back and redesign how planets work. At the current moment, there is a new shader for the atmosphere and if you leave the planet, you will be put into zero gravity. There is one downside though, I had to remove the way players could run around the planets and that was because the code I was using was simply placeholder to see what the game should have in the future. I am looking for a solution to the planet gravity so most of the singleplayer experience can be more fleshed out than it currently is. Here is a screenshot taken in the new update so far. :)
There is still some things that are planned for this update that I am trying to get done. One thing that might be hard to see in the picture posted above is what the player is holding. The player is holding a drill, and that item will be used to repair your ship (no ETA on when that feature will be available but vehicle health is already added into the game).
Here are a few questions that I answered for this update:
So it has been about 2 weeks since the last update, this week on it's own has been pretty crazy due to a lot of things happening, but in all seriousness I want to let everyone know about what is going on in the upcoming update. So when I got back from my personal matters, the first thing I did was update the game to a new version of the engine I use. After that, I have begun concepting how the singleplayer/multiplayer could tie together (gameplay wise). At the current moment, I am implementing an inventory system, and will add a few other things within this week. Now I haven't thought of how the new gameplay mechanics could work in the current version of multiplayer, but I do know that it should work fine in the new version of multiplayer (no ETA on when that will come out). I hope to get this update out as soon as possible once the stuff is coded for it. steamhappy
*Edit 4/29/18
Here is a preview of what the ship I am working on looks like on the inside
Hello everyone, The updates have been slow recently, but I wanted to try and get one out today. Now this week I might not make a new update due to some personal matters, but I will still try to plan stuff for the game (so even if an update doesn't come outt this week, at least ideas for the new update will have been made). Also, the hub world could not be added due ideas not fully in the game yet, that doesn't mean that it won't be added in the future though. I do want the hub world to be out soon, but at the current moment until I can get everything sorted out, it won't be ready to be used in the game. Now as for singleplayer (I know some people have been waiting for this), I will begin working on/concepting some stuff for singleplayer, now the reason why this is important is because I want to find a way to bridge singleplayer and multiplayer together. By that I mean gameplay wise, because I want people to not just be able to host simple matches, but to be able to explore/trade/create/etc. within open worlds. That was also a main reason as to why the singleplayer hasn't been worked on since 3 weeks ago. I would say to expect some changes to the gameplay in the next few updates. That lastly brings me into the update version. So the original version name for this update was Alpha 1.1, however I do not want to jump update versions that quickly without significant benefits/changes to the game as a whole. Anyways, onto the changelog (sorry for the long winded speech, but I just wanted to let everyone know how the updates are coming along and the future of them D ): (4/8/2018 10:25PM) =============BUILD ALPHA 1.0.4 ============= *Added a new version of Research Labs *Optimized the save settings *Moved the ammo code into the weapons *Added the ability to mute the jump sound (affected by game volume) *Changed the CTF Models *Revamped Sector C *Fixed some minor issues with the level editor *Fixed the hierarchy tab not playing it's animation correctly in the level editor *Added a damage indicator when a player is hit *Changed the AI's skin back to the default skin **ALSO ONE THING TO NOTE ABOUT THIS UPDATE: ALL USER SETTINGS HAVE BEEN CHANGED DUE TO SWITCHING THE CODE SO IF YOU CAN'T LOOK AROUND OR MOVE, TRY TO RESET THE SETTINGS IN THE OPTIONS MENU**
I hope everyone got a good kick out of the april fools prank, I didn't have much time to plan something so I thought this would give a few of you some laughs.
Since everyone seemed understandable about the prank, I think it is fair to show progress on the new update.
The new update so far has 1 new map, a hub world (will explain in a bit), and a redesign of an existing map, so lets go down the list: :)
First up is the new map. I had shown a picture of it in the last changelog, so I think it is time to provide everyone with a new preview picture of it.
There is quite a bit more detail when compared to the last screenshot, but that doesn't mean it is finished, I will be working on getting this map textured and getting the rest of the detail put into it so everyone can enjoy this brand new map!
Onto the redesign of an existing map. This one has been in the game for almost as long as it has been in development (for this version that is). The map I am referring to, is research labs. Now this one hasn't really been updated at all prior to launch and so I have went out of my way to revise it and update it to match a more detailed design to how the rest of the game looks
Now last, but not least, the hub world. This is still in it's early phase of development, but the general concept is that I want a place for people to relax and hang out instead of just going head to head in matches. So the hub world fills that void by allowing users to buy items (using an in-game currency that you can only get by playing the game) and talk with other users. You do not have to host/join a hub world if you do not want, just think of it as a "social" area to hang out. :)
The update was originally supposed to come out today, however due to me not finishing some stuff up, I have to push it back. Now I can confirm that there was going to be easter items to get, and so as a way of saying sorry, when this update launches all easter items will be 50% off :P (hopefully so long as I do not forget).
Also, feel free to drop a comment if you have any questions, comments, or concerns.
Hope everyone had a good easter/april fools day!
~Joseph
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