Ships were invisible and UI was doubled due to some changes made to the player prefab
Reticle Kill announce Ship invisible, guns and cockpit are showing Tilt is too shaky Thug too fast Spew too violent brute has red glow full time rearview back button missing on lobby powerups not de/respawning properly
Fixed spew overload on death causing game slowdown/freeze. Went back to old better looking shields. Fixed Melter damage.
Fixed cockpit view Fixed indoor fog Fixed volume being insanely loud Fixed boss spew
Players now start in outdoor zone Basic outdoor models added Entrance visibility improved Outdoor speed for afterburner bumped extremely high Indoor models are being adjusted, there are some bugs I am trying to work out. Full game cycle is in place: Find entrance, get 3 keys, kill boss, escape, repeat. Kept infinity powerup for now while powerup/ammo spawning is being implemented in single player.
Music wasn't playing, it is now. Bot spawns should now activate only on sight. Audio occlusion tweaks.
Quick fix for last patch, doors werent going down and keys didnt have the right colored lights.
Full blown culling is now enabled, instead of drawing the whole map the game now only draws the visible rooms. Should be nearly a double framerate increase for single player. VR is enabled but not perfect as I am still figuring out how to lock the camera to the place I want it.
Fixed culling and got it to work on the high detail module set, constant 60+ fps on random maps I can finally move forward with how it was supposed to look![previewyoutube=tWlO8M4Hq8U;full][/previewyoutube]
I am a passionate man and I have taken a lot of hits lately, I apologize for my rough nature and my lack of editing when I get upset, that is no excuse to be an outright asshole. I love my players very much and I know this genre is a dead end at best but I WILL finish this game and make it feel like a proper sequel to Descent and I will try to stop judging other projects. I get frustrated because I am one man trying to create something that entire teams are failing to get right and my wife and my family deserve better thean what I am giving them by pursuing this project that has taken 15 years and has put me over 80,000$ in debt. Forgive me for my rant, sometimes you just have to let it all out to keep your sanity and I should have curbed that desire but I am making changes in my life and they are putting me under a lot of stress which caused me to basically lose my shit and need to vent. I am a loving person and that side of me is one I have worked my whole life to kill off but sometimes it wins, and for that I apologize.
I am testing out a new module set, I am curious to know how it performs for people so feel free to leave feedback
Minimap - still in development New Shield FX Tweaked all guns to have proper speed and damage values Fixed decimal places in readouts Shield effects only show to other player Adjusted ship speed Changed ION firing effect Removed Sonic Cannon, replaced it with Spread Robots now turn over time instead of instantly Visual improvements to textures etc Multiplayer and Single player should now launch, terminate, and enter/exit lobbies properly without needing a game reset. Reverted to scaling crosshair - firing at something at the distance the dots disappear at is hard with a sprite as it just gets in the way. Deal with it. Powerups no longer home Missiles regenerate Doors work correctly Changed HUD Font Adjusted lighting in single player Refined player ship appearance (proper normal maps, mirrored windshield) Updated Bolt in preparation for crossplay with XboxOne. VR is enabled but the hand controllers are not used yet Better explosions New sounds for wall impacts etc Key system works properly Refined Missile FX Refined Seeker behavior Replaced Shield powerup graphic Next Patch: New Menu Multiplayer Bots New Single Player modules for the random generator
REVOKED KEYS - I DID NOT KNOW THE SCAMMER RESOLD THE KEYS. I DID NOT REVOKE ANYTHING FROM YOU, I REVOKED IT FROM THE SCAMMER BATY131. I HAD NO IDEA I WAS BANNING KEYS THAT HAD BEEN RESOLD BECAUSE I WAS LIED TO. THE SCAMMER IS THE GUY BATY131 WHO SOLD YOU A KEY HE HAD NO RIGHT TO RESELL. BAD REVIEWS - I AM HANDING OUT REPLACEMENT KEYS FOR FREE SO STOP LEAVING SHITTY REVIEWS ABOUT HOW I REVOKED YOUR KEY.
I've been busy and unable to get a build finished due to that, things are calming down and you guys can look for a new build in the next couple weeks. If you have any issues I havent seen put them here so I can have a current list of what needs fixing.
I've been busy and unable to get a build finished due to that, things are calming down and you guys can look for a new build in the next couple weeks. If you have any issues I havent seen put them here so I can have a current list of what needs fixing.
I am at a point where the multiplayer based game I intended to make does not seem to be popular and the input I receive is all leaning heavily towards single player. I have wanted to cater to the three distinct modes of play the whole time which are Multiplayer, Single Player, and Coop. To that end I came up with the randomly generated hallways and infinite terain in patrol mode to help fill in some of the content issues that come up being a solo developer. The point at which I stand today is deciding whether to change the game to cater to single player over multiplayer, and in doing so, changing the game from being randomly generated to being a single static world that you fly and explore a limited amount of. I need feedback on this issue, and I want to gauge how many of you care about random generation vs a more standard, on-the-rails single player experience. I could even rip multiplayer out of the game completely and focus simply on a solo sci-fi thriller experience, or leave it in as is and start working on story and gameplay, but I can't do both at the same time. Please make it known to me how you feel, there are over 1100 copies of Geocore out there and I want to get to know my community and work with them as we move forward towards finishing this title. -psion
I am at a point where the multiplayer based game I intended to make does not seem to be popular and the input I receive is all leaning heavily towards single player. I have wanted to cater to the three distinct modes of play the whole time which are Multiplayer, Single Player, and Coop. To that end I came up with the randomly generated hallways and infinite terain in patrol mode to help fill in some of the content issues that come up being a solo developer. The point at which I stand today is deciding whether to change the game to cater to single player over multiplayer, and in doing so, changing the game from being randomly generated to being a single static world that you fly and explore a limited amount of. I need feedback on this issue, and I want to gauge how many of you care about random generation vs a more standard, on-the-rails single player experience. I could even rip multiplayer out of the game completely and focus simply on a solo sci-fi thriller experience, or leave it in as is and start working on story and gameplay, but I can't do both at the same time. Please make it known to me how you feel, there are over 1100 copies of Geocore out there and I want to get to know my community and work with them as we move forward towards finishing this title. -psion
Over the steam sale we broke 1000 members. Thank you all for partaking in my project, especiially some of you who have been with me since the beginning and have seen the game grow from a pretty shitty start to something playable and better looking. I will keep pushing on this title until the robots are fully animated and have real AI, and the single player experience has at least 8 module sets and 10 different robots. Please feel free to start a matchmaking thread and fight each other online, and if you have any problems you can add me on steam and contact me directly for support and feedback on the game. THANKS AGAIN FOR YOUR SUPPORT!
Over the steam sale we broke 1000 members. Thank you all for partaking in my project, especiially some of you who have been with me since the beginning and have seen the game grow from a pretty shitty start to something playable and better looking. I will keep pushing on this title until the robots are fully animated and have real AI, and the single player experience has at least 8 module sets and 10 different robots. Please feel free to start a matchmaking thread and fight each other online, and if you have any problems you can add me on steam and contact me directly for support and feedback on the game. THANKS AGAIN FOR YOUR SUPPORT!
Multiplayer finally works as intended after many months of bug hunting. Production on the multiplayer maps will now be able to advance, there are a lot listed but only a few have been worked on. I didn't see that as a good enough reason to not let people explore the layouts ofr the unfinished ones so you'll find some bare bones maps. This also frees me up to begin working on single player more, so in the next few months I should be able to release the whole first level. Added Chat (F8) Homing/Logic missiles work Old Single player restored for now Fixed Shield effect inverting on Linux Added Vulkan support
Multiplayer finally works as intended after many months of bug hunting. Production on the multiplayer maps will now be able to advance, there are a lot listed but only a few have been worked on. I didn't see that as a good enough reason to not let people explore the layouts ofr the unfinished ones so you'll find some bare bones maps. This also frees me up to begin working on single player more, so in the next few months I should be able to release the whole first level. Added Chat (F8) Homing/Logic missiles work Old Single player restored for now Fixed Shield effect inverting on Linux Added Vulkan support
I finally got the new modules to work for single player and so I pushed an update with them in place for you guys to check it out. Next I will begin building out the missions and redoing the main menu. Slowly but surely this thing is coming together.
I finally got the new modules to work for single player and so I pushed an update with them in place for you guys to check it out. Next I will begin building out the missions and redoing the main menu. Slowly but surely this thing is coming together.
I am screwing with multiplayer right now so dont try to use it, I am removing a lot of uneccessary network traffic to make the game run way better in multi so please bear with me for a day or two.
I am screwing with multiplayer right now so dont try to use it, I am removing a lot of uneccessary network traffic to make the game run way better in multi so please bear with me for a day or two.
Advanced Menu now works in game. Multiplayer tweaks. Default Mappings for Keyboard and Mouse reset. Mouse input fixed. IMPORTANT: Please reset the game using the RESET button under Config.
HAPPY NEW YEAR UPDATE Been working on some of this stuff since summer with some pretty large setbacks that caused the delay but here it FINALLY IS: Steam Lobbies New Config Menu Reworked Weapons Reworked UI (Partial) Shield Effects Input Reworked Moving towards the end of Alpha the next steps will be: Actual single player, replacing the current DunGen tech demo More completed Multiplayer levels More robust in-game ui Rework VR Support Fine tuning of multi networking Crossplay with Xbox One version of Geocore Rework Audio Some people are having issues with the game and then leaving reviews without contacting me to resolve the problem. Please feel free to add me on Steam and ask me for help with the game at any time, as I will often fix whatever the issue is immediately if it's something I wasn't aware of. I am one man trying to make a game and I would appreciate the chance to solve the issue for you personally. This update solves a ton of issues and hopefully makes the game playable and decently fun for everyone, if not please contact me with any concerns directly on Steam as the forums do not always notify me. Enjoy
Sorry I have been quiet, we have been working on getting the game integrated with Steam better so you can make lobbies etc. Shouldnt't be too much longer, for now multiplayer does work fine, just make a game or browse for games if you have someone put one up since there aren't enough people yet to have a constant online presence. Once the lobbies and menu are in place I will be buildinog out more single player modules so you can at last see some of what the game is really going to look like :]
Everyone that bought the game during the Summer Sale this week, thank you very much because you have helped me immensely. I am currently working on getting the first level of Single Player done and feeling like a proper game experience. Multiplayer is currently pretty fun but you have to setup a game with someone or watch the browser for games. If you have any questions about config or what content is available currntly or anything at all, you can ask on the discussion board here or find me on IRC: GameSurge #geocore. Thank you again! ** At this exact moment VR is disabled and Multi has a bug where you cant damage each other, I am working on it non stop and it should only be a day or two till it's fixed, at which point I will resume finishing up the first Single Player mission.
I am working on Single Player now, Multi is working pretty well and almost ready to move into beta. I have decided to stop producing legacy builds for awhile as they are time consuming and noone is using them except a couple people, ask me directly if you need one. In this coming patch: New Menu Screen Actual Single Player!! (not just a rendered level but actual gameplay with goals) - Something evil lurks in the heart of our favorite satellite. Separated weapons that use energy from those that use ammo; certain weapons now take ammo, which can be found around the levels. Missiles also now require ammo which can be found around the levels. Vorvados has been dressed up a bit bringing the total playable multi levels to 4. All levels have had lighting and framerate optimizations. All levels have been converted to use the new powerup system. VR Development temporarily paused while things stabilize (Unity support has become a real pain in the ass what with having to run a certain version to support the new Rift sdk etc. - I do not want to go into the gory details).
In the game folder in Windows you will find a Reset.reg file that will clear the Geocore registry entries. EVERYONE ON EVERY OS MUST REMOVE THE PREFS OR THE GAME WILL NOT FUNCTION CORRECTLY FOR YOU. New installs do not need to worry about it. For other operating systems the preference file locations are as follows: On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.AnarchyInteractive.Geocore.plist On Windows, PlayerPrefs are stored in the registry under HKCUSoftwareAnarchyInteractiveGeocore On Linux, PlayerPrefs can be found in ~/.config/unity3d/AnarchyInteractive/Geocore Also, if you are having FPS issues there are now legacy executables for each OS. You will find them in the game folder alongside the normal executable, they are named with the legacy tag. Patch Notes Tweaked Logic Bombs Headlights are permanent and toned down to D1 levels. Added Fuzed multiplayer map. Fixed control issues.
Rewrote part of the input function to stop unwanted ramping Added another set of dots to crosshair Added miniboss rooms to Solo/Coop Added weapon indicators Added powerups Added Logic multiplayer map to test doors Added doors in multi Added Seeker Missiles (Weapon Key 9) Added Logic Bombs (Weapon Key 0) Removed Sonic Cannon Removed XRP Slight changes to Solo/Coop module set Added lights and pickup sounds to key spawns Lights for Keyspawns remain as beacons End boss does not trigger escape sequence yet as there is no Exit module currently. When spawning the entrance works properly in world mode this will be enabled. Increased bot spawn rate in Solo/Coop Tweaked weapon speeds and damage Added Melter Charge, Afterburner, Headlight, and Ion cannon network effect cues so everyone see these events on your ship Removed Indika multiplayer map Added Weapon Cycle functions Added Spectator mode but it is disabled for now until perfected Added Flares Added Rear View
Well holy crap. I have not looked at my group in a while because the last I remember it was TEN PEOPLE. What happened?? 700+ People... and I haven't even said hello. Sorry about that!! Thank you for believing in this game. I know there is room for improvement graphically, audibly, immersively, and technically. I spend all my time aware of these things and working on them. My goal is to give you a game that feels like Descent but with my interpretation of what the 4th installment should be, and that is a throwback to the original and the movement ballet that was so magical. That is not to say there are no nods to other titles and indeed other games, but overall this game should play and feel very much like a real entry in the series. Please check the facebook page for the game for regular update info as I am sometimes bad about sending patch notes out when I am doing a flurry of builds to Steam, and last but not least WELCOME TO GEOCORE!!
Since Multiplayer is not something people are engaging in and it is the most polished aspect of the game at this point, I want to create a modern queueing system where you can just click "find game" and get a match. I want to implement leaderboards and pursue a more Esports angle with multiplayer overall. Commentated tournaments, streamed brackets, new game modes. Single player is not something I can on my own robustly develop with voiceovers and cutscenes, the current plan with the sales the game has made so far to invest back into the project is to have an endless terrain that spawns entrances to randomly generated levels like the one you get if you click Solo. Once you clear them they drop you back to the terrain. On that terrain I want to have a rank or levelling system for world combat, but the rules for that I have not laid out in any way that has clicked yet. The current limit would be something around 16 players per world host. More to come, thank you for your patience and support while the Unity and VR stuff was hairy. As always post on the forums or visit Gamesurge #geocore for help!
Fixed in-game menus, everything should show up on the rift properly. Scaling isues may still be present.
Changed out the single player testing module set for something that performs and looks better. Input lag bug has been fixed by Unity.
Updated the windows build quality settings, should run faster now in VR
The VR build for Windows is up!! If you are NOTusing VR and you experience input lag, start the game using "-vrmode disabled" in the launch options, without quotes. Oh and F5 is Recenter view.
Buttons in non-native resolution are now properly aligned with colliders Menu is now fully navigable by keyboard VR works automatically if device present Menu is now visible in Rift Added ship hit confirm sound on enemy ships Network library is now Release build instead of Debug build, network play is MUCH faster. Added new pieces to the Single Player module set, they aren’t decorated yet but it does extend the map in fun ways. VR Builds are coming, right now I have to finish the ingame menu. Give it another day or two.
Finally they updated the damn thing and we can get new patches out so I will work as hard as I can to get it out today.
With the introduction of Windows 10 right when we launched, we are faced with some issues regarding VR. We could launch a new patch without VR support, and give people the game fixes that are in place. We also don't want to leave out the VR people as the ability to experience this game in 3d is something I always dreamed of personally. I am waiting on putting out the new patch because it simply isn't ready, but we are trying to get it to that state asap. If you bought the game and you want to try the latest version you can msg me and I will give you a link to a google drive build.
Oculus has removed Linux and MacOS support from the latest builds of the SDK, forcing me to rely on the built in VR support in Unity. This is a good thing in some ways, as it auto detects the rift if it's on and it just works if you have the runtime installed. The recenter key works fine now, and the ship appears to recenter itself on occasion. I would like to get that to stop and let you just do it manually. So, the problem is that when you enable VR in Unity and you do NOT have a rift attached the game has a horrendous (like a full second) input lag even though the framerate stays high. I had the new build uploaded and as I did my final test before hitting publish I relaized this bug existed. This leaves us in a pretty rough spot for the time being. My plan is to release two versions, one compiled with VR and one without. Please bear with us as we try to get this mess straightened out.
Extended Mouse and Joystick scales to 5 digits Fixed ingame option submenus not closing properly on Esc. Fullscreen mode switching should retain the proper setting now. Join IP has a Timeout now. Added a manual refresh button to server browser (not really sure if it works or not...CAL) Fixed Cursor Constraint issue on Window F5 SHOULD reset view on Oculus (unable to test immediately)
Fixed Mouse Locking to window on focus Replaced end boss bot with Generators Added infinite terrain in World mode but it is not currently tracking the ship, so as you get farther away from the spawn point you lose detail big time. Explosion sound for Logic Bomb blobs lowered Mouse sensitivity reduced.
Fixed Ecenters not letting you pass thru. Removed obstructions from Single Player tunnels. Coming Soon: Fix for in-game Menu Better server browser Single Player Boss/Level Completion World Mode! Patch/Revision Numbers (hahah) Coming Eventually: Ship Colors Player List Score Screen Finished HUD More Multiplayer Maps
http://www.twitch.tv/ANARCHYINTERACTIVE
http://store.steampowered.com/app/355190/?snr=1_7_7_comingsoon_150_3
Geocore
Anarchy Interactive
Anarchy Interactive
2015-07-31
Action Indie Singleplayer Multiplayer Coop EA
Game News Posts 53
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(26 reviews)
http://anarchyinteractive.com
https://store.steampowered.com/app/355190 
The Game includes VR Support
Oculus
 1 
SteamVR
 1 
Keyboard & mouse
 1 
Gamepad support
 1 
Standing
 1 
Seated
 1 
Linux Depot [1.35 G]
Gameplay:
6DOF gameplay, setting the player free from the floor and allowing full translation and rotation on all 6 axes.
A focus on balanced multiplayer competition with stable and well tested netcode.
Coop and Single player where you stalk and be stalked by killer machines.
The action is intense, the skill level is high, and the rewards are lifetime friends and enemies. Join the ranks of the toughest pilots in the world, enjoy the company of veterans who can and will show you the ropes, and be proud of your status as part of the elite 6DOF community.
WORKING FEATURES:
Flip/Grendel Adapter support
Full DirectInput Compatibility for older sticks
Oculus Rift Support
Linux Support
Mac Support
Coop Gameplay
Randomly Generated Maps
Classic Multiplayer Maps
Full Menu
Single Player 1st Map.
WHAT'S NOT WORKING:
Single Player
CTF
Arena Mode
Titan Mode
WHAT'S COMING:
More multiplayer maps.
The rest of Single Player. (More Bots, More Tilesets, Story Dialog, etc.)
Game refinements based on community input. (Weapon and ship tweaks)
- OS: Any
- Processor: i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia 500 series and upNetwork: Broadband Internet connectionAdditional Notes: 64 Bit OS required
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