Day One patch


Hello and welcome to the first devlog of this game after the Game jam has finally concluded.  

First of all, I would like to thank anyone who has had the will and patience to play the game. during the jam, here I am going to outline the general improvements the game has received in the update and things that have been worked on since this update was released.

0.1 Update - Alpha Start

  • Locked Cursor: Now the cursor is locked. so the target in the game is never lost with more than one screen
  • Added a brightness Slider for HDR monitors or lower brightness screens so the game can be brightened at runtime. (Not saving yet)
  • [Fixed] Computer interaction when toggling pause using a computer
  • [Fixed] Pause menu access controls
  • [Fixed] Reflection probes setup 
  • [Fixed] Life Support system oxygen depletion.
  • [Fixed] Added missing sounds and improved sound system 
  • Fixed unplayable main menu typo. and many more.

What comes next:

The game since then has received several quality-of-life improvements in dev targeting the final result I wanted for it. working into finessing much of the rough work done in the 14-day nonstop Jam rush, where bad choices are sometimes unseen.  

Player Movement

The player movement has been narrowly reworked, and it is now using a lerp acceleration method up to a speed, that can be modified by sprinting, This improvement makes the movement much more fluidlike, and less jaggy, but needs a little bit of extra tweaking to ensure proper acceleration, deceleration and frictions with different materials. and when staying on Stairs.
The ducking mechanic has been improved and now correctly lerps between the two different scales no longer flops the player around when ducking quickly multiple times.

Interaction System

Extended interactions, the object-based interaction system we had in place,  has been narrowly redesigned and improved, allowing for full interaction with practically any feature or asset in the ship, all the ship objects are created or designed to have functionality, light switches for each room, fuseboxes, lockers, chairs, computers, sleeping cabins, doorways, and many more,   Thanks to making the interactable system an independent component of every interactable is just plain simple to create new interactions for each object.  

We now have a new type of interactable, in which some objects are grabbable objects by the player. Just like you could grab and drag objects in hal-Life 2,  Not only that but there are many types of props which can be useful items, Like food, and weapons.

Graphical Improvements

Many of the game shaders have been improved and redesigned.
All the shaders that include emission settings have been revamped. 
Fire now has a better fire look, using a combination of noise masks and lifetime ColorGrading.,

Many graphical improvements, regarding Reflections Quality, Shadows, bloom, and ambient occlusion systems have been improved and properly set up to ensure a good graphical appeal and a nice performance balance on all graphical configurations.
Bloom adjusted to work properly with the material emission thresholds. and the light bleeding scale correctly displays bloom at the desired level

The level design is being worked on, and more 3D models,  like assets and rooms, are on the way as well as labels and signs to determine places locations and use cases. 

Many quality-of-life improvements like Task Systems and a map navigation system are planned for further down the line.

Important Disclaimer

The game will receive one more update after 0.1 thus bringing the game to its original intended Demo State, Then it will remain On hold until development can continue without cuts or hiccups.

This was a jam game, and therefore the purpose was never to overtake the full developments that I was enduring. (Rather to experiment and see what I was capable of) So the priorities I am aiming for should remain unchanged. Therefore this development is going on hold until other projects are finished first

Files

SingularityProtocol_0.1.zip 236 MB
30 days ago

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