May 3, 2017

STARDROP Preparing For Early Access

Its happening...STARDROP comes on Steam as Early Access.

Below, I'll just provide a quote from Joure:

STARDROP will launch into Early Access much sooner then initially planned. The game will Launch into Early Access on June 1st, 6 AM PDT.
There are multiple reasons as to why some of the more important factors are how Steam deals with Early Access games and also how the new Steam Discovery 2.0 has changed the way games are being shown across the Steam store.

I believe that launching the game now will enable us to grow our audience. We'll be able to regularly show off updates and also incredibly important we will be able to tap into the player base's feedback. These can be bugs or simply just suggestions and by showing our community that we listen to them and regularly update it will strengthen the relationship between the two parties which is something that's still incredibly important to us.
On top of that we hope that with some more financial backings we can do even more regarding the game's development. It's incredibly hard to judge how well we'll do when we launch into Early Access but it's not our biggest focus. Obviously the better we do the more we'll be able to pull off in terms of quality and content.
In short I believe this move will be worth it in the long term and will be another means for us to get the game out there and build up a reputation. 
New Communication Channels
Right now myself and other team members have been preparing for the transition to Early Access and have set up a few new channels of communication that we'll be using to increase community involvement and overall feedback.

STARDROP Public Discord Channel: 

We've set up a public Discord Channel where people can join and hang out with us. I'm always online on Discord and will be able to answer questions or just have a chat. It's probably the most direct way of communicating to us that we're able to offer.

Public Trello Board: 

I've set up a public Trello Board so that tickets can be added by the community. Feature requests, bugs and other kinds of feedback can be posted on there. I will take a look at these and depending on which tickets are the most requested try to respond appropriately. Of course it's important to note that I have my own development schedule and will be committed to that first. But it will influence how I plan development depending on the requests / feedback provided.
In preparation for Early  Access I've been busy implementing and fine-tuning existing gameplay features. I will go over some of the more important ones in this post.

DataPad Map System

I have implemented a map system into the game. You will be able to see a good chunk of the current area that you're in at any time. The idea behind it is to aid the player enough so that he or she won't feel completely lost.

The map displays location names and will show points of interest. These are illustrated by red dots and they can be anything ranging from a computer interface to a DataPad containing a log. It was important to me that players been given an extra layer of information for them to find their way.

Green dots indicate Data Save Stations and the yellow dot is the player him/herself.

That said, I am always able to hide certain objects and complete areas where I see fit. Hiding objects are reserved for secrets and easter eggs. I will never hide an object that is important to the main mission. I will hide areas however when the player isn't able to reach them yet. 

These areas can include secret areas as well. For instance, before you enter the SD-01 (the first ship in the game) it won't show up on your map until you open the airlock doors and can go on board.

I have thought about a system where only the rooms you've been in would show up but to me that was going against the idea of a map system helping the player so I opted to selectively hide certain areas personally where it makes sense.

Below you can see how the map currently looks in-game. The map system is not yet finalized in terms of how it looks and I most likely will attempt to refine it at some point.


DataPad Remote Android Control Override 

I've been wanting to add this feature for a long time and it's now pretty much fully implemented. At one point in the game You will be able to unlock this new feature and be able to control certain androids through your DataPad.

The system is based on range and you'll need to be within a certain radius to establish a direct connection. This new feature adds another layer of gameplay and opens up new ways to add small puzzle features. It also just adds depth to the game in general and I have thought about a number of ways to keep things interesting while exploring the STARDROP and figure out how to progress.
Below is a screenshot taken while directly controlling one of the androids.


Forcefield System

I've implemented a new Forcefield system. There are two types of forcefields. The first is a standard forcefield that blocks the player from entering certain areas. As with the new Android Remote Control system the forcefield adds yet another layer of gameplay and opens up new and interesting ways to add more puzzle elements to the game.
You will need to set the the correct frequencies between two control panels to shut down a forcefield. Getting to the control panels might not be as easy as it sounds. They might be hidden away, or you might need the aid of an android to be able to reach it.
The second type of forcefield is meant to keep out androids from wandering outside their designated areas. These forcefields however won't block off Aryn, instead they will fade out if you get close enough.


Main Menu Overhaul

The game's main menu has gotten an extensive overhaul. I've kept it being dynamic so it changes depending on which part of the game you're at. You can see below what the new menu looks like.




To make sure that people get a proper impression of the game in it's current state I have updated the demo of the game to reflect this. Some of these new features such as the map system and the main menu overhaul as well as other updated game mechanics are all present in this new version. Content wise the demo remains the same yet in the future I will add in one more side mission once it's finished.
I hope that with this update I will have gotten everyone up to date and am looking forward to continue to push new content out and working towards finishing the game and it's story conclusion. 
Thank you for reading, 

Apr 3, 2017

Sven Co-op: More survival maps are available on public release candidate build.

Orphanage's map tweaks are finally official and available for testing on public release candidate build.

The next update brings you more fixes for HLSP campaign, updated scripts and of course, more Survival gamemode on official maps.

Here is the changelog for the maps I tweaked\adjusted for Survival gamemode:

-Added Survival gamemode with 3 checkpoints.

-Added Survival gamemode with bunch of checkpoints.
-Reduced amount of AP, HP you'll be getting from charger\health stations.
-Picked up batteries gives you less AP than default number.
-Added 2 medkits to boss arena.
-Picked up batteries gives you less AP than default number.
-Changed fall damage system. You will lose 10 HP per each fall.
-Buffed up Tor's damage output.

-Added Survival gamemode with 3 checkpoints.
-Reduced amount of AP, HP you'll be getting from charger\health stations.
-Picked up batteries gives you less AP than default number.

Half-Life: Uplink:
-Added Survival gamemode with 2 checkpoints.

-Added Survival gamemode with bunch of checkpoints.
-Squeak nests will spawn in in room with soda machine instead of snarks itself.
-Reduced all Gonome, Zombies, Voltigore HP.
-Fixed Robo Grunts attacking Turrets and Turrets attacking Robo Grunts.
-Reduced all Gonome, Zombies, Voltigore HP.
-Fixed scientist scripted sequence getting broken if you mess around him.
-Reduced genetically modified Gonome HP to 1500.
-Button opening capsule where genetically modified Gonome is can be used only once.(Prevents people quietly getting rid of that Gonome by trapping him inside of that capsule again.)
-Self destruct time has been reduced to 4 minutes.
-Added 2 more female assassins near escape train.

-Added Survival gamemode with 3 checkpoints.
-Added ammo boxes in room just before boss.
-Reduced guard's checkpoint doors speed.
-Added crush damage to these doors to prevent players getting stuck between these doors.
-Gave 9999 HP to scripted scientist so players will not break the map by shooting that guy with charged Gauss shot.

Last Stand:
-Added Survival gamemode with at least 1 checkpoint on each map(4 maps).
-Players can no longer attack friendly NPC's.

-Added Survival gamemode with 3 checkpoints.
-Added rope to first balcony.
-Adjusted players weapon damage output.
-Made one door breakable to prevent players getting stuck and\or NPC's blocking door.
-Moved few sandbags around to prevent players getting stuck.
-Players can no longer attack friendly NPC's.
-All NPC's drops their weapons upon death.(Except of M16.)

-Added Survival gamemode with few checkpoints.
-Set "TOUCH ONLY" properties on sniper rifle on top of mouse trap. Should kinda fix players getting that weapon for a little while.

-Fixed some NPC's not spawning because of dead bodies blocking their spawn.

What is Survival gamemode?

A somewhat challenging gamemode where you got only one life and where you must pay attention to your ammo, armor, health, awareness and such.

If you die, you can be revived by teammate's medkit, if you die in brutal way(gibbed), then you will have to wait for the checkpoint to respawn.

A good way for self training and understanding every single mechanic of Sven Co-op game.
Here is the video of one of recompiled maps by me with Survival gamemode implemented:

That said, I am quite pleased with upcoming update and hopefully I can add more Survival gamemode in other maps.

How to switch to public release candidate build?

Open your Steam library, find Sven Co-op, press right mouse button on it, then press properties. In new window, click "Betas", then select from dropdown menu Release Candidate Public. 
You should get notified about successfully opting into beta build and Steam should download an new build and then you can take a look on stuff.

Thank you for reading and good luck in future.

Dec 12, 2016

STARDROP: Kickstarter Round 2.

Some people had a hope for us to launch a new Kickstarter project. And we did it.

Before all that...

After some time of discussion, Joure figured out that Indiegogo might be a fine place to start a new attempt to get STARDROP crowdfunding going. In fact, even before Indiegogo, he created his own campaign on his website which was working very well.(If we exclude people not knowing that and such).
Once new page on Indiegogo was created, Joure added many cool stuff with new videos, information and such. However...after some time, the page got deleted from Indiegogo. There is few reasons for that but I am not going to spoil these, in fact, it was Joure deleting that page, so dont blame Indiegogo staff(in case if you had that feel). After some time and discovering new features from Kickstarter, Joure decided to try it again and whole Team V now hopes it will work for sure.

Kickstarter Round 2.

I am glad to announce STARDROP Kickstarter page again. If we will compare old with new Kickstarter pages, we can see there is quite a lot of stuff was added after all that which means: Team V is working really hard to deliver cool stuff to you.
You can support us by heading here. Of course, we tried to cover up many things that might come into your mind but if you still got questions, feel free to ask there.
We do really hope this one will work for us, so things will be much brighter for all of us.

Thanks and good luck in future.

Oct 16, 2016

Sven Co-op: Internal tester.

Yet another quick heads up message.

Well, this is possibly another good news for entire year...

I didnt expected myself to join up in Sven Co-op team but on another hand, I am happy about that.
It seems like my activity during RC(Release candidate) had some effect and allowed developers to think if I am worth enough for internal tester. Seems to be, I am and from now on, I am working on 2 projects:
STARDROP and Sven Co-op. 

More news will be posted soon, if they are worth mentioning.
Thanks and good luck.

Oct 14, 2016

SCI has been started.

This is just quick heads up message and nothing much.


STARDROP Crowdfunding Initiative has been started, allowing people to take their chances and support us directly by pledging some amount of cash. Something like a Kickstarter v2 but a little in different way.

If you are interested in this one, please, click on this link and you'll get information you needed(hopefully).

Thanks and good luck in future.

Oct 1, 2016

Yet another update to my blog.

Its been awhile since I posted something in this blog, indeed. Today, I'd like to update my blog with information regarding to STARDROP, Contagion and such.


Slowly but surely, the development of STARDROP is going well. Soon or later, chapter 1 of STARDROP will be uploaded on one of the gaming platforms, so players can take a look on game and see how it is. We do plan release the game on Steam platform as well, however, there is something we need to smooth out first.
On another note, Joure released a new video of STARDROP: Pre-release trailer:

We got also some plans regarding to STARDROP but I am not going to spoil them yet.

Contagion: Afterlife.

As you might also know, I quit working on Contagion project due bunch of reasons. I am not going to spoil these reasons and I am not going to discuss about that. What I would like to write here is some thoughts about Contagion and how it may go in future. 
Please keep in mind that every text below this link is simple thoughts, personal opinion.

No one really knows who is working on project Contagion at this moment, as we know Monochrome, Inc is focusing their strength on Project Ageless, leaving Contagion behind with quite good amount of bugs\glitches and such.
The hope was lost back at February 2016 when it become really clear that some developers simply dont give a fuck about some nasty glitches. For example: Holiday assets(Halloween\Christmas ones), level designing bugs or even programming issues. Even some props(materials\models) got some glitches in, not to mention a glitch with audio files whenever reloading certain weapons.

While it is indeed sad to know all that, I found that CCL Sama himself were trying to fix things up earlier. I am pretty sure he is still doing that(sure, after all he got invited to the team and now works with them without singing NDA document(funny enough, seriously.)) however, I do have a feel about CCL Sama's powers will be overused\abused for their own advantage. Actually, they are already doing that, as I was notified that they are already uses CCL Sama's nav fixes and such. I wouldnt be really surprised if CCL Sama wont get ANY sort of rewards for his hard work whatsoever.
I dont blame any developers to be honest but I do hate the fact when my reports was simply ignored. For example: Requesting navmesh fixes or even removing holiday props. It doesnt take THAT much time, seriously(I could fix all that shit, if I could know how to work with hammer but I can fix navmesh by myself too, you know). Back at days, when I attempted to fix nav mesh for few maps, these got accepted however, a level designer didnt even bothered to verify, check those out and asked me to stop doing that so. I assume this was because I am cutting someone's paycheck or maybe because they dont like when they see someone else doing their job, so they would feel themselfs useless? I dont know.

As for playtesters, I still have no idea if NeoAssassin works on project or not. Hell, even he doesnt know that sort of information(as he mentioned that on forums), so I am not exactly sure who is actually doing in deep testing besides of CCL Sama himself. I doubt developers do that.

Cant also not to mention about programmer. Nothing against him much but its been about 5 months already since his announcement of doing some work but look around: Its not there, its not in public build whatsoever.

Cant also not to mention a community on forums. The community lost their hopes and stopped believing in all that stuff that developers says as they got fed up with their "promises" and lies.
Community still demands new animations(mo cap),a lobby system, Mac&Linux versions and even more. However, all these things are still not released and you either have to sit and wait or just do something else. I have no doubt that community even hates some developers(highlighted for those who fails to read sometimes), not just for the lying to them but for the fact how they treat them or just simply do not give a shit and never responds.

I suspect releasing a new update(IF THAT EVER HAPPENS) will take a shitload of time for them to release all that. On top of all that, I doubt we can see anything serious besides of CCL Sama's already released fix(in Workshop) of navmesh for Escape maps.
Its been 9 months already since serious update of Contagion. But sadly enough, holiday assets, serious glitches, issues are still present in that video game and no updates regarding to this was released yet. Nothing but just few words: "Hey guys, we are working!" or such.
A lot of people refuses to play Contagion these days and even hardcore fans decided to do that as well(such as myself, not because of work). I am pretty sure that Contagion will lose their community completely really soon but we shall see.

End of the line with my thoughts\opinion.
I must admit, I do listen some soundtracks created by Ulrich earlier such as Into the Dark or Barlowe Square subway station. These are the only tracks that still keeps me somehow connected with Contagion but not that much as I used to it. I do check forums sometimes but besides of listening and checking forums out - Im not doing anything for Contagion at all.
Oh, I should also admit that I am still getting friend requests that asks me to help them with Contagion. I would love to do that but I am not going to, as I am no longer considered as official PT and I already described EVERYTHING in bloody pinned threads. Aside from that, people could use search field but eh.

Sven Co-op survival map pack(WIP).

I love Sven Co-op. I love Survival gamemode. But sadly, only 2 official maps got Survival gamemode implemented. Possibly because developers believes that Survival gamemode isnt fitting well for most official maps. In my opinion: Thats a lie.

So I decided to prove it that official maps(well most of them) are totaly fine with Survival gamemode. 
Currently, it supports 27 .bsp files(so it will be....13 maps(including series) in total) but I am planning to add more maps however, its not that quite easy as it requires logic and correct positioning. Also sometimes simply needed more entities to be added, in order to make map balanced just a little. Still...
...if you wish to check this pack out, pleaaaaaaaaaaaaaaase, check this link out.
Please keep it in mind that this pack is WIP. Some problems with balance or issues MAY happen, so if you found anything weird(which you shuoldnt) please, report it here. If you are also having some feedback or just wish to suggest something, feel free to do so here.

To install this pack, please extract "maps" folder in svencoop_addon folder. After all that, launch the game and start up the map and enjoy.

Regarding to guides such as Source > GoldSrc converting(porting) and NMRiH in depth guides.

I decided to scrap these guides for simple reason.

Regarding to Source > GoldSrc guide.
You can find plenty of guides with that sort of information. Just simply google CSS to CS1.6 converting or something and you'll find it. If you somehow, fail to find anything like these then fine, be that way, I'll write the guide(for the second time) again.

Regarding to NMRiH in depth guide.
The reason of scrapping this sort of guide is simple. Most people proved themselfs to be worthless and mostly cant read\hear\accept things correctly and such. Since my guide was divided into 4 parts, I had a feeling that whoever is reading the guide will be either simply bored of reading or just will be unable to read everything at all. Sure, there is always people who would read the guide completely, regardless how much it was divided but these are rare. I can write this guide once again but I kinda dont want to, as players can learn the game by themselfs quicker. Practice always works on everything after all.

Regarding to my own blog and why there wasnt much information on it earlier.

The reason why I couldnt\still cant update all time is simple. I am working and I am sick as well. I seriously wish to update this blog much frequent as used to it but right now, I simply cant. There so much things in my mind and I cant share those. There so many ideas, hopes, memories that causes me to forget some stuff around and my own blog was part of that "forgotten" part. I am indeed sorry about that but you have to understand me as well. I surely hope you will.


None needed. Everything described already...well except of the fact that I cant wait for new fault(fault StP to be exact) to be released. Oh well.
I thank you for taking your time and reading that massive amount of text above and I do wish you good luck in future.

May 28, 2016

Intig - Dystymi: Released.

A new album by Intig - Dystymi has been released not that long time ago!

The new album Dystymi contains 8 new songs;
01. In a Better Place
02. Falling
03. Self Destruction
04. Tystnadsplikt
05. Disheartened
06. Selvmordstanker
07. Longing for an End
08. Sjukligt Svårmod

Genre: Black Depressive Metal.
Members of group: Andreas Rönnberg(Instruments, composer and vocals), Ken Klejs(Drummer) and Jordan Jimenez(Vocalist).

Some previews of songs:

I must admit: Some songs sounds quite similar(just a little) from well known album Empty by Intig as well which is great. If you are curious about Empty album, then you should check those videos here:

If you wish to buy album, support Intig and listen their awesome tracks, feel free to click here for Dystymi album and here for Empty album.
You can also visit their Facebook page for latest news, as well as some extras such as T-shirts.

To be honest, I should have posted this much earlier but hopefully it wasnt that late.

-Thanks for reading and good luck in future!